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Post by: Peregrine
So, it's out and there are two important things to note:
1) Divination inquisitors are incredibly cheap. For ~50 points you can get a basic inquisitor with ML 1 divination, and it's not hard to find units where the increase in firepower from prescience is enough to justify that cost. Or you could always take Coteaz for about twice that and get twice the divination and all those nice support abilities. So ~150 points for double prescience and a third random power, or ~100 for just double prescience. That's so cheap you're really not sacrificing anything from the rest of your plan.
2) Inquisition allies don't take up your allies slot or require you to buy troops. The only cost to bring them is the point cost of the two inquisitors, and that's dirt cheap. You can just drop them into any Imperial army without even thinking about what the rest of your army does.
So, honestly, is there any reason not to take inquisition allies in every Imperial army?
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Post by: Commander_Nightflier
so you have two take two then? or how does it work, still trying to find find cash for space marine codex and farsight enclave supplement
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Post by: Neorealist
No probably not, apart from specific stylistic or tactical choices. (lack of points, lack of compatible unit types, alternate preferences, etc) They are great force-multipliers to be sure.
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Post by: Peregrine
Commander_Nightflier wrote:so you have two take two then? or how does it work, still trying to find find cash for space marine codex and farsight enclave supplement
You have 1-2 HQ choices (and 0-3 elites, which are less important) that can be added to any Imperial army, in addition to any other detachments you have (primary, allied, etc). You are pretty much required to take two of them because taking a second 55-point divination inquisitor is so obviously powerful that not taking one would be insane.
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Post by: Orock
Is there a way to get them into an allies vehicle, maybe join a squad? I ask because rolling up on demons and giving them -1 to their invulnerable saves from the wargear they can get (which is cumulative) is pretty dang sweet and a direct jab at screamerstar lists im sure.
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Post by: Peregrine
Orock wrote:Is there a way to get them into an allies vehicle, maybe join a squad? I ask because rolling up on demons and giving them -1 to their invulnerable saves from the wargear they can get (which is cumulative) is pretty dang sweet and a direct jab at screamerstar lists im sure.
They're still subject to the usual rules about allies joining squads and being in allied transport vehicles, but they can take Rhinos, Razorbacks, Chimeras, Land Raiders, and Valkyries as dedicated transports. That should give you plenty of options.
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Post by: obsidiankatana
Who are they considered to be battle-brothers with, for the sake of casting these psychic powers? Or is there a line in the supplement which overrides that particular restriction?
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Post by: Peregrine
obsidiankatana wrote:Who are they considered to be battle-brothers with, for the sake of casting these psychic powers?
All Imperial armies.
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Post by: Coyote81
You might be right when it comes to imperial guard, but I'm not quite so sure about space marines. I did count it out at 665pts for Coteaz + 1x Inquisitors ML1 with Div and 3x 3man acolyte units with valkyries with the trimmings. That is pretty damn cheap.
IG Airforce is back and stronger then ever imo. A couple of huge blobs with Inquisitors with prescience. 3x vendettas in fast. Inquisition allies and add in whatever you feel is amazing.
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Post by: curran12
I think the sticking point for me is them being stuck down at ML1 with no apparent way to raise it. So the odds of getting what you want are a little lower than I'd consider to be ideal, especially since if you run them bare-bones you offer up very easy kill points for a potentially small return. Sure, you reliably get Prescience, but I'm not entirely certain if the relatively fragile barebones Inquisitor is worth that. Anything else and you're taking a crapshoot with it.
That's not to say that they are a terrible selection by any means, but I generally prefer to avoid really fragile kill points if I can, and a barebones Inquisitor is just that. I'm considering giving them a try with my Sisters, but I'd be more likely to bulk one out and have him supporting one of my 20-girl units with Canoness.
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Post by: Sinji
Very nice. I don't own an IPad or tablet of any kind so its a no go for me. I'll have to wait for the hard back. Are they stubborn? I'm currently running my Sabre army with a LC as the leader because he's cheep and can attach himself to an Artillary gun for T7 goodness. Might have ditch him for an Inquisitor now.
How do the Warlord traits look? Which would be your personal favourite Inquisitor?
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Post by: curran12
The new rules are very much a slight extension on what you saw in the Grey Knights codex. You have a selection of named Inquisitors and cheap, options-heavy choices for the 3 main branches of Inquisitor (Heretecus, Malleus and Xenos, each with their own unique gear options.
Interestingly, Malleus/Xenos/Heretecus all have their own Warlord traits tables, but 4 out of 6 for each of them are all the same, while the other two are more specific for that branch of Inquisitor. Likewise, the relics tend to be good tools against specific foes, but useless against others.
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Post by: Michi
Are assassins back in this new dex?
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Post by: curran12
Nope. Unless you count Death Cult Assassins. This is not so much a new codex as a way of being able to include an Inquisitor and his band in your army.
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Post by: Coyote81
The henchmen warband is pretty much straight out of the GK codex, but replace banishers with warrior priests from SoB Digidex
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Post by: Sinji
Are the Armour options for Warrior Accolytes atleast reasonable in this version?
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Post by: curran12
Sinji wrote:Are the Armour options for Warrior Accolytes atleast reasonable in this version? They can get carapace and power armor .
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Post by: Coyote81
Sinji wrote:Are the Armour options for Warrior Accolytes atleast reasonable in this version?
Unchanged
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Post by: Sinji
curran12 wrote: Sinji wrote:Are the Armour options for Warrior Accolytes atleast reasonable in this version?
They can get carapace and power armor .
What I meant was is it priced well in the GK dex it is a total rip off.
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Post by: Krellnus
Peregrine wrote:So, honestly, is there any reason not to take inquisition allies in every Imperial army?
Guard have plenty of stuff to re-roll.
If you take 20 man SOB units I can see it, maybe for exorcists too.
What do marines have worth spending 55 points to re-roll? I mean a tac squad is max 10 bolters, so nothing of note there, sternguard pay more per shot, but they are normally going to drop in pods and you can't ride in an ally's transport, it'll definately be worth it for Greenwing SoD builds to get in 2 div psykers without having to give up ATSKNF, other than that am I missing something?
So you've currently got what 1, maybe 2 imperial armies, since SOB models are so hard to come by and then, I don't know about you, but I haven't seen DA in a tournament setting since early 6th. So from what I can see this is nothing but hype, but I am currently tired, so if you have any input I would appreciate it.
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Post by: Peregrine
What don't they have to re-roll? Devastators, TFCs, grav centurions, sternguard that don't take transports, even basic tactical squads aren't all that terrible. And that's just shooting. Remember, prescience also gives a re-roll in assault, which means that every assault unit that doesn't get slowed down by the psyker is going to get 55 points worth of benefit. Finally, that's assuming you take prescience as a default, you've got a pretty good chance of getting something just as good (or even better) with your random roll. It's not hard to see how things like no-cover plasma cannon devastators or full- BS overwatch sternguard can be nice to have.
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Post by: ALEXisAWESOME
Hate to ask, not really wanting to know the answer, but has Eisenhorn got rules? Or at least a way to make him out of a basic inquisitor? I'm half way through converting him and his warband. Also, how do inquisitors ally into a Craftworld Eldar force? I'm guessing allies of convenience. And finally which Branch of the Inquisition has the best options? Anything we haven't seen before?
Thanks, Alex
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Post by: ansacs
It is an incredible boon to many imperial armies. The prescience caddies are the most obviously great, however, there are some other great additions like a number of anti psyker items and some USR granting relics. Therefore I do agree that we will see a huge number of Inquisition led forces but there are some lists that will not take them even from a optimization level.
There is still a noticeable lack of ATSKNF or fearless on the ICs in this. So if you already are taking a rune priest or PFG DA libby then you may not need the prescience source even if it is only 55 pts.
The "troops" units are overall worse than vets or elysians. They are cheaper but even tooled up they do not get the same level of damage potential and usually are not even as durable (per cost). Though in lists needing cheap scoring units to bulk them out this can be incredible. They will need coteaz though (not that coteaz is not entirely worth it).
They also do not have the forgeworld options for their vehicles (right now) and the valk while decent is not a premier flyer. This can leave then in an awkward place in some mechanized lists as BB cannot enter each other's vehicles.
I will be honest that a great many of my lists will probably start incorporating inquisitors but this is because I always theme stuff inquisition if given a chance...guess what they gave me in every IoM army?
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Post by: Polecat
Coyote81 wrote:You might be right when it comes to imperial guard, but I'm not quite so sure about space marines. I did count it out at 665pts for Coteaz + 1x Inquisitors ML1 with Div and 3x 3man acolyte units with valkyries with the trimmings. That is pretty damn cheap.
IG Airforce is back and stronger then ever imo. A couple of huge blobs with Inquisitors with prescience. 3x vendettas in fast. Inquisition allies and add in whatever you feel is amazing.
Wasn't it rumored, that in the next IG codex Vendetta would be an upgrade of the Valkyrie?
So allying Inquisitor Vendetta deticated transport spam will be the thing in the future?
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Post by: ansacs
It doesn't matter if vendettas are valk upgrades in codex IG. The Inquisition dex gets valks with no vendetta upgrade or anything.
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Post by: Krellnus
Peregrine wrote:
What don't they have to re-roll? Devastators, TFCs, grav centurions, sternguard that don't take transports, even basic tactical squads aren't all that terrible. And that's just shooting. Remember, prescience also gives a re-roll in assault, which means that every assault unit that doesn't get slowed down by the psyker is going to get 55 points worth of benefit. Finally, that's assuming you take prescience as a default, you've got a pretty good chance of getting something just as good (or even better) with your random roll. It's not hard to see how things like no-cover plasma cannon devastators or full- BS overwatch sternguard can be nice to have.
So that's 4 units that compete with each other or other units to be placed on the table, ok, I will admit that they can use the re-roll, although I have never seen sternguard not podding. Re-rolls to hit in assault is meaningless, since the only unit they don't slow down are ones that aren't fast enough to assault with reliably, unless its their own henchmen ofc.
The other div powers are good, but the problem is random generation, and two ML1 div psykers isn't enough to stack the odds in your favour for generating it consistently, so the only thing you can plan on is prescience.
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Post by: Peregrine
Krellnus wrote:So that's 4 units that compete with each other or other units to be placed on the table
But remember, we're not talking about a major investment here. Two divination psykers is 110 points, and they don't use up any FOC slots or replace your normal allies. It's a safe bet your marine army is taking at least something that benefits from prescience, so what do you have to lose by taking it?
The other div powers are good, but the problem is random generation, and two ML1 div psykers isn't enough to stack the odds in your favour for generating it consistently, so the only thing you can plan on is prescience.
That would be a problem if it was any other discipline. But with divination prescience is so good that you're never unhappy if you have to take it. So you're free to roll and see if maybe this game you want to keep your random power, but even if you assume that you'll be using prescience every game it's still a good deal.
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Post by: Krellnus
Peregrine wrote: Krellnus wrote:So that's 4 units that compete with each other or other units to be placed on the table
But remember, we're not talking about a major investment here. Two divination psykers is 110 points, and they don't use up any FOC slots or replace your normal allies. It's a safe bet your marine army is taking at least something that benefits from prescience, so what do you have to lose by taking it?
Since my compulsory HQ is normally a Librarian (unless I'm taking my DW for a spin) I would lose that, that said the two level ones is cheaper than my DW level 2, do Malleus inqs have access to psycannons?
Peregrine wrote:The other div powers are good, but the problem is random generation, and two ML1 div psykers isn't enough to stack the odds in your favour for generating it consistently, so the only thing you can plan on is prescience.
That would be a problem if it was any other discipline. But with divination prescience is so good that you're never unhappy if you have to take it. So you're free to roll and see if maybe this game you want to keep your random power, but even if you assume that you'll be using prescience every game it's still a good deal.
I can give you that point.
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Post by: Dakkamite
A bit disappointed that Orks are one of the few armies that cannot into Inquisitor allies.
God knows they need some fething force multipliers, like everybody else in the game.
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Post by: labmouse42
Peregrine wrote:1) Divination inquisitors are incredibly cheap. For ~50 points you can get a basic inquisitor with ML 1 divination, and it's not hard to find units where the increase in firepower from prescience is enough to justify that cost.
Giving twin-linked to a BS4 weapon makes it 33.3% more effective at delivering damage.
Therefore, your break even point is on a 150 point unit. If your buffing a unit that costs less, your losing efficiency. If your buffing a unit that costs more, then your increasing efficiency.
I am hard pressed to think of why armies would not want to take advantage of that 50 point inquisitor. Most of the units in my army are above that threshold.
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Post by: xruslanx
have people in this thread just discovered power gaming or something? Yes, every imperial army can now get cheap divinition, that doesn't mean that they will.
It is stupid they can't be ml 2 though, there's plenty of examples of very power psychers in the fluff (ravenor would probably push level 3).
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Post by: EVIL INC
I usually use coatez along with a monkey group if I'm using inquisition allies. Hoping to roll a 4 for powers but even if not, decent firebase plus reroll for stealing initiative. Want to get my hands in the inquisition supplement when it comes out. Did I miss it and it's out or is this from rumors? It sounds tasty.
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Post by: liquidjoshi
But I can't get it due to not owning an iPad.
So... how long until GW release their own Ereader (overpriced, of course) so poor shlubs like me can actually read their new releases?
OT, seeing as I can't attach an Inquisitor to my Armoured Company, I don't think I'll use them there... it's niche, but it's the truth. Heavy weapons squads, however...
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Post by: labmouse42
liquidjoshi wrote:But I can't get it due to not owning an iPad.
So... how long until GW release their own Ereader (overpriced, of course) so poor shlubs like me can actually read their new releases?
OT, seeing as I can't attach an Inquisitor to my Armoured Company, I don't think I'll use them there... it's niche, but it's the truth. Heavy weapons squads, however...
Can't you get the books on an epub?
You can read those directly on firefox.
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Post by: Coyote81
liquidjoshi wrote:But I can't get it due to not owning an iPad.
So... how long until GW release their own Ereader (overpriced, of course) so poor shlubs like me can actually read their new releases?
OT, seeing as I can't attach an Inquisitor to my Armoured Company, I don't think I'll use them there... it's niche, but it's the truth. Heavy weapons squads, however...
Firefox does indeed have an epub reader app, that is what I'm using.
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Post by: Super Newb
I'm wondering if anything other than divination will be purchased for an Inquisitor that allies with IG. Well I guess cheap servo skulls to help with blasts if that's part of the army's design.
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Post by: liquidjoshi
labmouse42 wrote:
You can read those directly on firefox.
Coyote81 wrote:
Firefox does indeed have an epub reader app, that is what I'm using.
Interesting... I'll hate to try that. Cheers guys
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Post by: hippesthippo
Can CSM take an Inquisitorial detachment? Allies of Convenience, maybe? That would be cool.
EDIT: To answer the question *in the original post*; yes. Expect to see 15-20 Coteaz' at every big tourney you go to from here on out hahaha.
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Post by: Super Newb
hippesthippo wrote:Can CSM take an Inquisitorial detachment? Allies of Convenience, maybe? That would be cool.
EDIT: To answer the question; yes. Expect to see 15-20 Coteaz' at every big tourney you go to from here on out hahaha.
??? No one besides you has said that. Everyone is saying imperial armies are BB and eldar, or I think only dark eldar are AOC.
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Post by: hippesthippo
It was a question. Notice the question mark?
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Post by: Super Newb
You edited it to answer it! IF that edit was supposed to be a joke it went over my head.
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Post by: McNinja
I can think of a dozen units that become OP with prescience. Thunderfire cannons, whirlwinds, vindicators, grav - centurions, imperial fist flakk devastators, If devs with prescience on a Krakstorm missile.
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Post by: BlaxicanX
Not really powergaming, but, I would love to add a prescience Inquisitor or two to my 1000 point double-conscripts list. 300 twin-linked las shots might not actually do anything, but it would be fun as hell to see/hear my opponent's bewilderment.
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Post by: Omegus
McNinja wrote:I can think of a dozen units that become OP with prescience. Thunderfire cannons, whirlwinds, vindicators, grav - centurions, imperial fist flakk devastators, If devs with prescience on a Krakstorm missile.
Tigger could already give prescience to all of those units (except whirlwinds? whut?), so this isn't something new. 55 points is damn cheaper, though, and doesn't take up an HQ slot.
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Post by: Tiger9gamer
and not everyone plays with Ultramarines, Omegus =P I am planning on having one in a centurion squad to compliment some bikers. (especially after the game where three of those guys killed all of my bikers.)
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Post by: tomjoad
The chance to have a decent, reasonably costed, HQ for Blood Angels makes one of the major problems they have go away...this could be a huge boon for them.
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Post by: Super Newb
You'd still need a BA HQ though. The inquisition codex just lets you add 1 or 2 Inqiusitor HQs to other Imperial armies
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Post by: Thariinye
Let's go through some things that are worth taking ~150 points of Inquisitors. The ones I have in mind are Coteaz and a Xenos Inquisitor. Coteaz because even as a GK-only HQ he was one of the best in the game, and Xenos because they get all the best toys and the best warlord traits (1,2,3,4 are all pretty good for Xenos) The key qualities that allow for Inquisitor accompaniment is foot-slogging (no bikers and no riding transports together), and preferably a lot of shooting or CC power. My preferred Xenos Loadout is: Psyker (w/ Sword), Rad, Psychotroke, Plasma Syphon, Needle Pistol (Steal the Liber Heresius as well from other Ordo). Still pretty damn cheap, and all those buffs are really good.
Space Marines:
Thunderfire Cannons with Prescience are stupid. Anything TL with Barrage is stupid. Take two and put them in two different TFCs, and have really good arty support. I'm thinking of that, and I'm considering a DP Vulkan list, where most of the other things can't be easily joined by an Inq or has TL something already. Servo-skulls make them even more accurate.
Centurion Deathstars don't need Tigurius anymore, although he's still great. In fact, just have Tig roll all Telepathy for Invisibility or whatever and have two Inq's for the Div powers.
Replace your crappy Marine Warlord trait with a (probably) good one from the Xenos Inquisitor!
IG:
GUARD BLOB. I don't think I need to say what a Guard blob with faux-Interceptor, Rad Grenades, Psychotroke Grenades, Stubborn, Prescience, maybe 4++ Forewarning or whatever, Scout (take the Liber Heresius), or immunity to Psychic powers entirely (Null Rod), or maybe Plasma defense (Syphon) can do. Still dies to Wave Serpents, but you don't engage the blob in CC.
MANTICORE. I've seen what a TL Manticore can do (previously had one TL'd by a Rune Priest). If TFCs are good with TL, Manticores are amazing.
Also, as seen on 3++, Servo-skulls are great to prevent Khan Bikers from getting all up in your grill, and for reducing scatter on those Manticores even further.
Sisters of Battle/Adepta Sororitas/Whatever they're called now:
Jacobus blob with all the same things as the Guard blob.
Exorcists that are now TL.
TL Rending Retributors.
Grey Knights:
Why not take FOUR inquisitors? Have them be basically sergeants for your strike squads. Or just put them into your Draigowing for the Rad and Psychotroke Grenades, and Scout and plasma defense of course.
This is all off the top of my head.
Usable BB inquisitors for all Imperium forces is huge.
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Post by: OutlawBandit
Sinji wrote:Very nice. I don't own an IPad or tablet of any kind so its a no go for me. I'll have to wait for the hard back. Are they stubborn? I'm currently running my Sabre army with a LC as the leader because he's cheep and can attach himself to an Artillary gun for T7 goodness. Might have ditch him for an Inquisitor now.
How do the Warlord traits look? Which would be your personal favourite Inquisitor?
You dont need a tablet. Just download a .epub reader (Firefox has one available as a plug in for the browser) and then purchase/download the codex from black library.
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Post by: General Hobbs
Hrm...so ordo xenos inq, plus Pedro, plus scouts and sternguard for an ordo xenos deathwatch army.....
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Post by: ansacs
EVIL INC wrote:I usually use coatez along with a monkey group if I'm using inquisition allies. Hoping to roll a 4 for powers but even if not, decent firebase plus reroll for stealing initiative. Want to get my hands in the inquisition supplement when it comes out. Did I miss it and it's out or is this from rumors? It sounds tasty.
It is out. Even if the website says preorder you can download immediately.
liquidjoshi wrote:But I can't get it due to not owning an iPad.
So... how long until GW release their own Ereader (overpriced, of course) so poor shlubs like me can actually read their new releases?
OT, seeing as I can't attach an Inquisitor to my Armoured Company, I don't think I'll use them there... it's niche, but it's the truth. Heavy weapons squads, however...
GW really needs a giant banner in all their ads showing that they now sell them for use with any ereader or computer. Adobe publications is probably the best program for reading it BTW.
You can attach an inquisitor to an armoured company, the ABG counts as IG in the allies matrix. The inquisitor warbands have a variety of dedicated transport options; land raiders, valks, chimeras, razorback, and rhino. They even count as scoring if you take coteaz.
hippesthippo wrote:Can CSM take an Inquisitorial detachment? Allies of Convenience, maybe? That would be cool.
No, the Chaos fractions are all come the appocolypse (as well as nids). The only allies of convenience is eldar and the other xenos are desperate allies. IoM are all BB FTW.
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Post by: Corollax
Aren't Tau also Allies of Convenience?
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Post by: ansacs
Not in my copy.
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Post by: Corollax
Sorry, must have gotten my information wrong then. Thanks for the update.
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Post by: DaddyWarcrimes
Omegus wrote: McNinja wrote:I can think of a dozen units that become OP with prescience. Thunderfire cannons, whirlwinds, vindicators, grav - centurions, imperial fist flakk devastators, If devs with prescience on a Krakstorm missile.
Tigger could already give prescience to all of those units (except whirlwinds? whut?), so this isn't something new. 55 points is damn cheaper, though, and doesn't take up an HQ slot.
Except that Tigger requires you to play at least partially Ultramarines. An Ordo Xenos inquisitor with ML1 can join a unit of Gravcannon Centurions, give them Prescience ever round, and let you keep your army White Scars.
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Post by: Tiger9gamer
Also, i think that a cheap inquisitor with that special rules relic could be good. Letting Centurions scout an extra 6" could help them get into better positions.
But, which one would be worth more, the scouting inquisitor, or Corteaz with his fun rules and possible interceptor?
edit: for, lets say, a White Scar army.
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Post by: ultimentra
Thariinye wrote:Let's go through some things that are worth taking ~150 points of Inquisitors. The ones I have in mind are Coteaz and a Xenos Inquisitor. Coteaz because even as a GK-only HQ he was one of the best in the game, and Xenos because they get all the best toys and the best warlord traits (1,2,3,4 are all pretty good for Xenos) The key qualities that allow for Inquisitor accompaniment is foot-slogging (no bikers and no riding transports together), and preferably a lot of shooting or CC power. My preferred Xenos Loadout is: Psyker (w/ Sword), Rad, Psychotroke, Plasma Syphon, Needle Pistol (Steal the Liber Heresius as well from other Ordo). Still pretty damn cheap, and all those buffs are really good.
IG:
GUARD BLOB. I don't think I need to say what a Guard blob with faux-Interceptor, Rad Grenades, Psychotroke Grenades, Stubborn, Prescience, maybe 4++ Forewarning or whatever, Scout (take the Liber Heresius), or immunity to Psychic powers entirely (Null Rod), or maybe Plasma defense (Syphon) can do. Still dies to Wave Serpents, but you don't engage the blob in CC.
MANTICORE. I've seen what a TL Manticore can do (previously had one TL'd by a Rune Priest). If TFCs are good with TL, Manticores are amazing.
Also, as seen on 3++, Servo-skulls are great to prevent Khan Bikers from getting all up in your grill, and for reducing scatter on those Manticores even further.
Prescience on the Manticore sounds great, but I have a question about the Guard Blob.
When wanting to buff the guard blob with an Inquisitor-
1) How many Infantry squads?
2) How do you outfit the squads, what SW and HWs?
3) Where do you put this infantry squad? Do you run it up the center of the board as a distraction unit? Do you run it towards an objective? Camp it behind an ADL?
As for the Inquisitor-
1) Should you take no warband and keep an IC, that joins the blob, or should you keep him separate and take a couple crusaders for an invuln?
2) What purpose does scout serve on the Blob, if not for moving it to where it needs to go more quickly?
Another question for the people of this thread-
One thing to consider, place a servo skull on or near an objective. As for Guard, when your reserves come in, you have the following options-
1) Deep strike a Storm Trooper squad with little or no scatter to secure the objective so that your infantry squads may follow up and hold it.
2) Using the Grav Chute Jump, over the servo skull will significantly reduce any losses. You could Grav Chute over the servo skull, near the objective either with a bare-bones scoring squad, or if your predicting a hot LZ, you could chute out some Veterans with plasma guns or any other kind of death star unit (perhaps even an INQ warband if you take INQ as your primary, though this neuters your heavy support options if you want to take more than one type of HS for IG.
What do you guys think about these? Finally get some use out of those servo skulls from the IG command sprue!
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Post by: Thariinye
Yup. As we've seen with Ravenwing, Khan, and Grand Strategy, granting Scout is really powerful. And now any one Imperial unit that's not in a transport can have it 90% of the time for about 70 points. In addition to Prescience.
Why pick one when you can have BOTH! The Inquisition Force Org Chart allows for two HQs even as allies, so you're not forced to choose between Coteaz and a Xenos Inq with all the loadout I mentioned earlier. Take both of them, I know I am.
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Post by: buddha
Once I looked through this supplement I realized it should just be called ccodex: prescience. Not having to sacrifice an allied detachment allows any imperial army to add re-rolls for a mere 55pts and can take 2 for 110 with nothing else.
Mark this post as all top gamers will start running this as there is no downside.
I think it's even worse as you can take cotea as a battlebrother. Grav-centurions anyone for a massive FU to any deepstrikers? The abusive combos will start rolling in.
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Post by: Da Kommizzar
Don't forget, those Imperial Guard army lists that do not need the Prescience (Okay, let's pretend for a second.) If they take The Psyker Battle Squad with an Inquistor with Psychic Shriek. Suddenly you get the goodness.
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Post by: Peregrine
Da Kommizzar wrote:If they take The Psyker Battle Squad with an Inquistor with Psychic Shriek. Suddenly you get the goodness.
No. IG can already do this with a primaris psyker, and it's a terrible plan. Once you account for the chances for failure (to-hit, DTW, LD test, number of hits) you're spending a lot of points for something that isn't much better than just dropping a demolisher cannon shot on the target. And now that the PBS can't cast weaken resolve out of a transport it's probably a one-shot weapon at best.
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Post by: Fragile
buddha wrote:Once I looked through this supplement I realized it should just be called ccodex: prescience. Not having to sacrifice an allied detachment allows any imperial army to add re-rolls for a mere 55pts and can take 2 for 110 with nothing else.
Mark this post as all top gamers will start running this as there is no downside.
I think it's even worse as you can take cotea as a battlebrother. Grav-centurions anyone for a massive FU to any deepstrikers? The abusive combos will start rolling in.
You mean behind Taudar ?
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Post by: Asmodai Asmodean
buddha wrote:Once I looked through this supplement I realized it should just be called ccodex: prescience. Not having to sacrifice an allied detachment allows any imperial army to add re-rolls for a mere 55pts and can take 2 for 110 with nothing else.
Mark this post as all top gamers will start running this as there is no downside.
I think it's even worse as you can take cotea as a battlebrother. Grav-centurions anyone for a massive FU to any deepstrikers? The abusive combos will start rolling in.
Scout on Ravenwing and White Scars is good because they scout 12" on bikes and then move 12" afterwards Normal models will scout 6" and move 6", which isn't quite so good.
While I've been thinking of nasty things to add to my lists all day, the current top-tier builds (Tau/Tau, Taudar, Eldtau, White Scars) have difficulty integrating them because of allies rules and the lack of a bike option for inquisitors in the latter.
They do make my Centurion star just that much better to push it over the top, however...
Coteaz' ability has only a range of 12", and it's from the model not the unit. It's not a crippling unless you scatter horribly.
I predict, however, the rise of SM/Tau/Inquisition. or, as I'm running now, Farsight Enclave/Space Marines/ Inquisition.
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Post by: Talore
Situations I'm not sure 2 divination inquisitors would be an auto-include from a competitive standpoint:
-Low points levels, like 500pt games
-Elysian full-flyer lists
-Certain ABG lists
-All-bike or mostly-bike MEQ armies
-Possibly some Grey Knight lists like Draigowing (if for no other reason that they can already get Draigo and also Coteaz)
-Others that don't come to mind?
I'm just guessing though, feel free to ignore me or disagree. I must say though, this new codex looks like it can have a lot of great additions to my foot guard. So many options!
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Post by: valace2
I will certainly be dusting off my skyshield landing pad, going to stick Coteaz up there with a squad of Imperial Fist las cannon/missile launcher centurion devastators. If I can roll perfect timing. to go along with prescience i can split fire at a 2nd target and still have rerolls on 3 str 9 ap2 and 3 str8 ap3 shots that have tank hunter and ignores cover anything not av14 will be toast and units coming in will avoid that area like the plague.
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Post by: Byte
valace2 wrote:I will certainly be dusting off my skyshield landing pad, going to stick Coteaz up there with a squad of Imperial Fist las cannon/missile launcher centurion devastators. If I can roll forewarning to go along with prescience i can split fire at a 2nd target and still have rerolls on 3 str 9 ap2 and 3 str8 ap3 shots that have tank hunter and ignores cover anything not av14 will be toast and units coming in will avoid that area like the plague.
How is this different from using him before the INQ release? Right out of the GK Codex made this possible.
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Post by: obsidiankatana
Byte wrote:
How is this different from using him before the INQ release? Right out of the GK Codex made this possible. 
No troop tax.
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Post by: Peregrine
Byte wrote:How is this different from using him before the INQ release? Right out of the GK Codex made this possible. 
Because now he's battle brothers with your main army so he can join a unit, cast psychic powers on your primary detachment, etc.
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Post by: Byte
Peregrine wrote: Byte wrote:How is this different from using him before the INQ release? Right out of the GK Codex made this possible. 
Because now he's battle brothers with your main army so he can join a unit, cast psychic powers on your primary detachment, etc.
Ahhh, got it.
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Post by: Corollax
Also, they don't take up an allies slot anymore, and you can make the inquisitor your warlord if you want. Since Imperial Guard warlord duties tend to consist of (1) looking important and (2) giving up "slay the warlord", this is a big deal.
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Post by: Da Kommizzar
Peregrine wrote: Da Kommizzar wrote:If they take The Psyker Battle Squad with an Inquistor with Psychic Shriek. Suddenly you get the goodness.
No. IG can already do this with a primaris psyker, and it's a terrible plan. Once you account for the chances for failure (to-hit, DTW, LD test, number of hits) you're spending a lot of points for something that isn't much better than just dropping a demolisher cannon shot on the target. And now that the PBS can't cast weaken resolve out of a transport it's probably a one-shot weapon at best.
Point Taken. Match Set. You Win.
It just clicked that you get to save 15 or so points for the same thing, but then you reminded me why you take chimeras in the first place. Thank you Peregrine for the slap of common sense for the day.
As far as The Inquisitor goes in Imperial Guard. Taking him for your blobs and such frees up the CCS for using "Bring it Down" and 'Fire on My Target" on your FW Artillery. Plus you can use it on your Quadgunner for assured death incarnate upon fliers without having to choose what gets the boost in AT, since the inquistor just took care of 30 models for you.
Cheers,
DaK
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Post by: Glocknall
buddha wrote:Once I looked through this supplement I realized it should just be called ccodex: prescience. Not having to sacrifice an allied detachment allows any imperial army to add re-rolls for a mere 55pts and can take 2 for 110 with nothing else.
Mark this post as all top gamers will start running this as there is no downside.
I think it's even worse as you can take cotea as a battlebrother. Grav-centurions anyone for a massive FU to any deepstrikers? The abusive combos will start rolling in.
Guard Blob, add Ordo Hereticus Inquisitor with psyocculum. Point it at and GK, eldar, or any psyker heavy units. BS10 guardsman.
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Post by: Perfect Organism
labmouse42 wrote: Peregrine wrote:1) Divination inquisitors are incredibly cheap. For ~50 points you can get a basic inquisitor with ML 1 divination, and it's not hard to find units where the increase in firepower from prescience is enough to justify that cost.
Giving twin-linked to a BS4 weapon makes it 33.3% more effective at delivering damage.
Therefore, your break even point is on a 150 point unit...
33% more killing power is not equal to 33% more value from the unit, because it doesn't increase survivability by the same amount. 33% more tactical marines in your force is a lot better than each tactical marine being 33% better at shooting.
Plus Prescience requires you to pass a psychic test, goes away if your Inquisitor gets killed and doesn't stack with some of the Chapter Tactics.
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Post by: Corollax
Quibble: Wouldn't it be 165 points for a BS4 unit to break even offensively? Prescience Inquisitors are 55 points, not 50.
It's much easier to reach that break even point with Imperial Guard, where breakeven is 110 points and units come in larger sizes.
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Post by: A-P
Corollax wrote:Also, they don't take up an allies slot anymore, and you can make the inquisitor your warlord if you want. Since Imperial Guard warlord duties tend to consist of (1) looking important and (2) giving up "slay the warlord", this is a big deal.
Considering the fact that Inquisitors do not have access to Invulnerable Saves ( apart from Malleus getting TDA ), I am not convinced
that making him the Warlord is a good idea. Eliminating a T3 IC with 3+ Save ( you ARE buying him PA right? ) is not that difficult.
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Post by: Corollax
You're right. It isn't very difficult. But it's still harder than killing a Company Command Squad, because at least you get a 2+ LoS. And just as importantly, you can put the Inquisitor in a squad with more than 4 ablative wounds.
Personally, I think artillery pieces work well. Let the squad tank on T7.
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Post by: valace2
40 man IG blob with Lysander, Coteaz, and an Ordo Malleus Inquisitor with terminator armour and psycannon
Hehehehe that sounds like so much fun.
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Post by: Mr Morden
predict, however, the rise of SM/Tau/Inquisition. or, as I'm running now, Farsight Enclave/Space Marines/ Inquisition.
Isn't the Inquistor still Desperate Allies with the Tau? He is only Battle Brothers with the Marines.
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Post by: valace2
Mr Morden wrote:predict, however, the rise of SM/Tau/Inquisition. or, as I'm running now, Farsight Enclave/Space Marines/ Inquisition.
Isn't the Inquistor still Desperate Allies with the Tau? He is only Battle Brothers with the Marines.
Now your support commander can stick with his Tau buddies while the Inquisitor buffs his marine buddies.
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Post by: Tiger9gamer
Asmodai Asmodean wrote: buddha wrote:Once I looked through this supplement I realized it should just be called ccodex: prescience. Not having to sacrifice an allied detachment allows any imperial army to add re-rolls for a mere 55pts and can take 2 for 110 with nothing else.
Mark this post as all top gamers will start running this as there is no downside.
I think it's even worse as you can take cotea as a battlebrother. Grav-centurions anyone for a massive FU to any deepstrikers? The abusive combos will start rolling in.
Scout on Ravenwing and White Scars is good because they scout 12" on bikes and then move 12" afterwards Normal models will scout 6" and move 6", which isn't quite so good.
While I've been thinking of nasty things to add to my lists all day, the current top-tier builds (Tau/Tau, Taudar, Eldtau, White Scars) have difficulty integrating them because of allies rules and the lack of a bike option for inquisitors in the latter.
.
yes, but i've seen how much damage those centurions could do, and I was thinking of using them with the scouting inquisitor. 6" isn't a lot, but they would move 12" turn one, so they could get in better range to blast something turn 1.
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Post by: Griddlelol
At least for Guard armies, I agree: Two inquisitors is mandatory. The synergy you gain is just too good to miss.
I'm kind of disappointed with this to be honest. There's no trade off like there are with other allies. When I bring SW I have to consider whether the troops choice are worth the 100pt RP. Now I can get 2 psychers with goodies for less than my SW detachment.
Getting a Warlord who isn't the easiest thing on the table to kill is fething huge too. Good luck getting STW when he's one model in a blob of 50, carrying 5 lascannons, 5 plasma guns and rerollable attacks. Oh and with a free power sword.
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Post by: Tiger9gamer
Does the inquisitor have to be a warlord?
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Post by: Super Newb
Nope
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Post by: pizzaguardian
Griddlelol wrote:At least for Guard armies, I agree: Two inquisitors is mandatory. The synergy you gain is just too good to miss.
I'm kind of disappointed with this to be honest. There's no trade off like there are with other allies. When I bring SW I have to consider whether the troops choice are worth the 100pt RP. Now I can get 2 psychers with goodies for less than my SW detachment.
Getting a Warlord who isn't the easiest thing on the table to kill is fething huge too. Good luck getting STW when he's one model in a blob of 50, carrying 5 lascannons, 5 plasma guns and rerollable attacks. Oh and with a free power sword.
force* sword.
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Post by: zoat
I have to agree with previous posters, allying with an Inquisitor or two will be almost mandatory for some armies.
I think saying that prescience gives X % more firepower actually underestimates the worth of it. The fact it can potentially be used on a different unit each turn makes it far more valuable than purchasing more units of a specific kind. But yes, that ability alone will make an Inquisitor worthwhile for my guard army!
I also agree with Griddlelol that this is a bit disappointing for my guard army. Hopefully this will change if the rumored IG codex comes out next year. I would expect some changes to the HQ section.
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Post by: toocool61
If an inquisitor is taken, do henchmen become scoring troops?
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Post by: Griddlelol
Considering I'd never use the force part, it's essentially a power sword.
Divination or instant death melee attacks on a S3 character? Kinda imbalanced choice.
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Post by: McNinja
Only if you have them in a Primary detachment. However, Coteaz makes them scoring elites, primary detachment or not.
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Post by: tuiman
This really might be the point where I give up playing 40k.
Taking one of the few cool things left from the gk codex (which in 6th is hardly the strongest book out there anymore) in Coteaz and cheap inquisitors and give them out like candy to all the imperium armies as battle brothers and even to some xenos as allies of convenience. Yea free divination for most armies with no tax to take what so ever.
Sorry for the rant but reading all the crazy ideas of what people can do in this thread now with this supplement made me just sad panda.
I mean yea its cool that I can now take 4 inquisitors for gk, but then if pretty much every army is going to take coteaz then gk have lost more than they have gained imho. Hey forgeworld, why no love for gk stuff? haha
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Post by: Super Newb
Tuiman, why would you think a new Inquisition codex would have made GK gain *anything* relative to other armies? Seriously, what did you expect? A separate Inquisition codex would obviously help you less than anyone else, since you (just like me) already have the inquisition in your army.
Just a very strange thing to get upset about.
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Post by: pizzaguardian
Griddlelol wrote:
Considering I'd never use the force part, it's essentially a power sword.
Divination or instant death melee attacks on a S3 character? Kinda imbalanced choice.
Well you can always use it on your opponents turn at least. Or maybe you cant get warlord trait that gives your +1 warp charge (malleus 6th). It has minimal use granted but minimal is more than sth.
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Post by: tuiman
Super Newb wrote:Tuiman, why would you think a new Inquisition codex would have made GK gain *anything* relative to other armies? Seriously, what did you expect? A separate Inquisition codex would obviously help you less than anyone else, since you (just like me) already have the inquisition in your army.
Just a very strange thing to get upset about.
Thats just my counter arguement to anyone that says "well gk can now take 4 inquisitors so stop complaining"
I just dont like how everybody can now take coteaz+ a second inquisitor form our codex for no tax what so ever.
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Post by: StarTrotter
To be honest when GK are updated Inquisitors, assassins, etc will likely all be gone from the codex.
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Post by: Jakobokaj
tuiman wrote:Super Newb wrote:Tuiman, why would you think a new Inquisition codex would have made GK gain *anything* relative to other armies? Seriously, what did you expect? A separate Inquisition codex would obviously help you less than anyone else, since you (just like me) already have the inquisition in your army.
Just a very strange thing to get upset about.
Thats just my counter arguement to anyone that says "well gk can now take 4 inquisitors so stop complaining"
I just dont like how everybody can now take coteaz+ a second inquisitor form our codex for no tax what so ever.
While true if someone were to take coteaz they will surely take the "tax" as you would likely be better served with a regular inquisitor if you dont want the troop henchmen.
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Post by: Mr Morden
tuiman wrote:This really might be the point where I give up playing 40k.
Taking one of the few cool things left from the gk codex (which in 6th is hardly the strongest book out there anymore) in Coteaz and cheap inquisitors and give them out like candy to all the imperium armies as battle brothers and even to some xenos as allies of convenience. Yea free divination for most armies with no tax to take what so ever.
Sorry for the rant but reading all the crazy ideas of what people can do in this thread now with this supplement made me just sad panda.
I mean yea its cool that I can now take 4 inquisitors for gk, but then if pretty much every army is going to take coteaz then gk have lost more than they have gained imho. Hey forgeworld, why no love for gk stuff? haha
Grey Knights should never have had the Inquisiton exclusively but should have been (and likely will now be) a Codex on its own. This Codex is a step in the right direction but even now is constrained by them having to keep the GK codex current - what they should have donw was update the GK codex at the same time.
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Post by: McNinja
Its not just the divination that's amazing. A Priest with a unit of Crusaders and DCA's makes them so much better with re-rolling failed invulns.
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Post by: greyknight12
In addition to the prescience, I think a 35 pt model that makes plasma weapons (including all Tau pulse weapons) BS1 could be beneficial in some situations. Though, I'm more in the "just take Coteaz" camp personally, he's a great force multiplier.
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Post by: tankboy145
I find it rather fluffy to include an inquisitor in any imperial army, especially imperial guard.
I feel like inquisition should have been it's own codex from the start, I do not believe they should have been part of the grey knights so I find it pretty cool that I can include the inquisition in my army now without a tax.
I honestly don't think this ally breaks the game at all. If you plan on using this divination inquisitor in any IG army I see the blob or artillery being the biggest things this guy gives prescience to. But still he is in a fragile guard squad that can be easily killed which means it seems just to keep him alive you need a blob.
I honestly don't think this inquisition detachment will break the game or make allies any more broken I feel most imperial armies should be able to take inquisitors as aren't inquisitors usually supervising most imperial armies anyways? Also I don't believe by adding 2 divination inquisitors will break any army. Last I remember IG was rather low in competitive tournies anyways and foot guard is largely dead except if you use that as an ally for another army. So I see this inquisition codex as a boost to help some imperial armies fight broken armies such as wave serpent spam, taudar, triple riptide armies, corn air force, flying monstrous daemon circus, and the screamer star. Will an IG army really be seen at the top of tournie list with inquisitorial allies...I don't believe so but I feel this supplement will give other armies a run for their money and boost most all imperial armies.
Sorry I used IG mostly, that's just the army I play and lately I've played both mech and foot lists and have found most foot lists can't even win in a casual fun game. Most mech lists will still struggle against your average competitive list. Now that there's this inquisition supplement I may look into allying inquisitors to buff my foot guard.
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Post by: Leth
I almost want to take inquisitors and legion of the damned for fluff reasons ^^.
Aside for that I think it helps a lot of builds without being tooo powerful.
Will some builds become much more powerful(possibly) but I feel that it really helps out some builds that needed just a little something to pick them up and make them more competitive.
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Post by: ace101
I just got grav-cannon centurions, so now I am really intrigued by this. Thinking of sticking one in my Grav Cents and have my Librarian go biomancy while the inquisitor(s) take divination, can someone say Grav Cents overwatching at full BS (and scouting too)?
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Post by: Rynner
ace101 wrote:I just got grav-cannon centurions, so now I am really intrigued by this. Thinking of sticking one in my Grav Cents and have my Librarian go biomancy while the inquisitor(s) take divination, can someone say Grav Cents overwatching at full BS (and scouting too)?
Centurions can't overwatch, they are slow and purposeful.
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Post by: Formosa
tuiman wrote:This really might be the point where I give up playing 40k.
Taking one of the few cool things left from the gk codex (which in 6th is hardly the strongest book out there anymore) in Coteaz and cheap inquisitors and give them out like candy to all the imperium armies as battle brothers and even to some xenos as allies of convenience. Yea free divination for most armies with no tax to take what so ever.
Sorry for the rant but reading all the crazy ideas of what people can do in this thread now with this supplement made me just sad panda.
I mean yea its cool that I can now take 4 inquisitors for gk, but then if pretty much every army is going to take coteaz then gk have lost more than they have gained imho. Hey forgeworld, why no love for gk stuff? haha
you mean the codex that took these things away from all the other imperial armies anyway, yeah good times, im glad that we can all take inq allies again, like 2nd 3rd and 4th, 5th was the only one that stopped us having them.
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Post by: Aijec
labmouse42 wrote: Peregrine wrote:1) Divination inquisitors are incredibly cheap. For ~50 points you can get a basic inquisitor with ML 1 divination, and it's not hard to find units where the increase in firepower from prescience is enough to justify that cost.
Giving twin-linked to a BS4 weapon makes it 33.3% more effective at delivering damage.
Therefore, your break even point is on a 150 point unit. If your buffing a unit that costs less, your losing efficiency. If your buffing a unit that costs more, then your increasing efficiency.
I am hard pressed to think of why armies would not want to take advantage of that 50 point inquisitor. Most of the units in my army are above that threshold.
I read through this thread and wanted to address this quote especially. Going to preface my upcoming opinion with the fact that I have been playing and loving the henchmen part of GK for awhile now and Coteaz is literally my favorite model in the game (old broadside is maybe tied but...). I live by these models and know their upgrade options and how they come together well.
Your hard math is correct, but your ignoring a LOT of other benefits. These inquisitor models are insane and after playing with codex GK they really stand out.
They provide LD 10
They are a 3. WOUND. MODEL. Albeit at T3 but the value is insane.
For 100 points you get a B4 conversion beamer lvl 1 psyker with div.
They are the key to servitors.
Prescience is an amazing feature, but wait until one of these babies casts misfortune on your wraiths. I promise they have upgrade options available to get them into 24 as well.
The scariest aspect of the codex is the allies chart. Half of the games armies now have access to some of the better combos in codex GK. I really hope they re-do the Grey Knights sooner rather than later although I know it won't happen. We haven't lost anything but our unique units just got slashed in two.
I am braced to not only see 1 Inquisitor in a lot of armies but two. The bonuses are huge and there are so many battle brothers it's unreal. I am not one to make too harsh a decisions but damn. I can't see this being a boon to the game overall. I think it's going to take away some of the uniqueness a lot of armies have.
ps. why the HELL did Eldar, arguably the most competitive army in the game right now, get convenience? My goodness.
Automatically Appended Next Post: Sinji wrote:Very nice. I don't own an IPad or tablet of any kind so its a no go for me. I'll have to wait for the hard back. Are they stubborn? I'm currently running my Sabre army with a LC as the leader because he's cheep and can attach himself to an Artillary gun for T7 goodness. Might have ditch him for an Inquisitor now.
How do the Warlord traits look? Which would be your personal favourite Inquisitor?
Inquisitor's are all stubborn.
I am almost certain I've read there will not be a hardcover release. Could be mistaken.
Half of the traits of each table are unique, Xeno's stands out to me.
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Post by: Glocknall
Aijec wrote:
ps. why the HELL did Eldar, arguably the most competitive army in the game right now, get convenience? My goodness.
Because Inquisitors on occassion have been able to access the Black Library in the fluff. They have worked with eldar enough in the past to warrant it. Really it doesn't do much for eldar other than give them access to cheap servo skulls seeing they don't synergize well with C:I
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Post by: Aijec
They also weren't BB. A decision I payed close attention too. Always thought SM having access to div without spending points on Tig was a conscious decision. Automatically Appended Next Post: Glocknall wrote: Aijec wrote: ps. why the HELL did Eldar, arguably the most competitive army in the game right now, get convenience? My goodness. Because Inquisitors on occassion have been able to access the Black Library in the fluff. They have worked with eldar enough in the past to warrant it. Really it doesn't do much for eldar other than give them access to cheap servo skulls seeing they don't synergize well with C:I Sticking an Inquis in even an unassuming guardian blob is pretty gross. I don't really care about the fluff from a gameplay perspective, giving them more options just doesn't sit well with me. They are allies of conveience, got ahead of myself a little. Point still stands.
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Post by: Wilytank
Aijec wrote:
Automatically Appended Next Post:
Glocknall wrote: Aijec wrote:
ps. why the HELL did Eldar, arguably the most competitive army in the game right now, get convenience? My goodness.
Because Inquisitors on occassion have been able to access the Black Library in the fluff. They have worked with eldar enough in the past to warrant it. Really it doesn't do much for eldar other than give them access to cheap servo skulls seeing they don't synergize well with C:I
Sticking an Inquis in even an unassuming guardian blob is pretty gross. I don't really care about the fluff from a gameplay perspective, giving them more options just doesn't sit well with me.
When you say Convenience? Do you mean allies of convenience?
If so, Allies of Convenience can't join or be joined by independent characters and can't benefit from their abilities or psychic blessings.
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Post by: Kirasu
The only real benefit for Eldar is that it gives them the ability to have an actually useful CC unit or coteaz which basically prevents seize against them.
Other than that, probably doesn't add very much for Eldar
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Post by: tuiman
StarTrotter wrote:To be honest when GK are updated Inquisitors, assassins, etc will likely all be gone from the codex.
This is what I am most worried about, that this leads on to 6th ed gk codex being a complete different book to what it is now. That we loose are status as a stand alone army and just become a couple of selections that you can add to any imperial list like before.
Jakobokaj wrote: tuiman wrote:Super Newb wrote:Tuiman, why would you think a new Inquisition codex would have made GK gain *anything* relative to other armies? Seriously, what did you expect? A separate Inquisition codex would obviously help you less than anyone else, since you (just like me) already have the inquisition in your army.
Just a very strange thing to get upset about.
Thats just my counter arguement to anyone that says "well gk can now take 4 inquisitors so stop complaining"
I just dont like how everybody can now take coteaz+ a second inquisitor form our codex for no tax what so ever.
While true if someone were to take coteaz they will surely take the "tax" as you would likely be better served with a regular inquisitor if you dont want the troop henchmen.
I dont quite undersatnd this, but what I was trying to say was that now you can just take coteaz and a second inquisitor and not have to worry about taking any troop choices.
Mr Morden wrote: tuiman wrote:This really might be the point where I give up playing 40k.
Taking one of the few cool things left from the gk codex (which in 6th is hardly the strongest book out there anymore) in Coteaz and cheap inquisitors and give them out like candy to all the imperium armies as battle brothers and even to some xenos as allies of convenience. Yea free divination for most armies with no tax to take what so ever.
Sorry for the rant but reading all the crazy ideas of what people can do in this thread now with this supplement made me just sad panda.
I mean yea its cool that I can now take 4 inquisitors for gk, but then if pretty much every army is going to take coteaz then gk have lost more than they have gained imho. Hey forgeworld, why no love for gk stuff? haha
Grey Knights should never have had the Inquisiton exclusively but should have been (and likely will now be) a Codex on its own. This Codex is a step in the right direction but even now is constrained by them having to keep the GK codex current - what they should have donw was update the GK codex at the same time.
Yea im intrigued by what this means to codex gk. The problem is now that inquisition has been made open to anyone and that gk is so differnt to any other marine armies. That there is not really a whole lot of stuff left to make a codex out off tbh.
Formosa wrote: tuiman wrote:This really might be the point where I give up playing 40k.
Taking one of the few cool things left from the gk codex (which in 6th is hardly the strongest book out there anymore) in Coteaz and cheap inquisitors and give them out like candy to all the imperium armies as battle brothers and even to some xenos as allies of convenience. Yea free divination for most armies with no tax to take what so ever.
Sorry for the rant but reading all the crazy ideas of what people can do in this thread now with this supplement made me just sad panda.
I mean yea its cool that I can now take 4 inquisitors for gk, but then if pretty much every army is going to take coteaz then gk have lost more than they have gained imho. Hey forgeworld, why no love for gk stuff? haha
you mean the codex that took these things away from all the other imperial armies anyway, yeah good times, im glad that we can all take inq allies again, like 2nd 3rd and 4th, 5th was the only one that stopped us having them.
And will you stiull be glad when every imperial army is just taking coteaz beacuse he is one of the best 100 point HQ multipliers in the entire game.
Having Inquisition open to everyone is a good idea. Just the way they have implemented it, so basically everyone will just take Coteaz and an inquisitor is not really the right way to make it surely?
65120
Post by: ace101
Rynner wrote: ace101 wrote:I just got grav-cannon centurions, so now I am really intrigued by this. Thinking of sticking one in my Grav Cents and have my Librarian go biomancy while the inquisitor(s) take divination, can someone say Grav Cents overwatching at full BS (and scouting too)?
Centurions can't overwatch, they are slow and purposeful.
Endurence, however, gives them relentless, on top of FNP and IWND, which is why i have the librarian on biomancy.
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Post by: Rynner
ace101 wrote:Rynner wrote: ace101 wrote:I just got grav-cannon centurions, so now I am really intrigued by this. Thinking of sticking one in my Grav Cents and have my Librarian go biomancy while the inquisitor(s) take divination, can someone say Grav Cents overwatching at full BS (and scouting too)?
Centurions can't overwatch, they are slow and purposeful.
Endurence, however, gives them relentless, on top of FNP and IWND, which is why i have the librarian on biomancy.
Ya but does Relentless override SNP?
49720
Post by: Corollax
I don't see why it would. Anyone care to clue me into the advantage here?
72215
Post by: Pyrrhus of Epirus
Please tell me the (Unique) tag on Coteaz will prevent people from taking 1 Coteaz from C:I and 1 Coteaz from C:GK. Already seeing this on another board, surely this does not work. Do we have a precedent for the same unique IC existing in two codices?
38817
Post by: dracpanzer
Was trying to run my Raven Guard using the 'scout' rule with vehicles and Shrike with a bare bones VVS with infiltrate today. I'm trying to use the craptastic Chapter Trait they got because everyone keeps telling me how good it is. Opponent had two Inq's, each with three servo skulls, put up a belt of servo-skulls outside my deployment zone, and a couple on the only bits of cover they didn't have occupied in their half of the table. Best 18pts you'll ever spend IMO. Couldn't move a single model forward with scout, and infiltrate left me no options. This is going to put a serious dent in some of the advantages of Ravenwing, White Scars, Raven Guard, SoB/Dominions, CSM/Huron armies. As far as my Raven Guard go, think I'll head back to my drop pod lists.
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Post by: Krellnus
Pyrrhus of Epirus wrote:Please tell me the (Unique) tag on Coteaz will prevent people from taking 1 Coteaz from C:I and 1 Coteaz from C: GK. Already seeing this on another board, surely this does not work. Do we have a precedent for the same unique IC existing in two codices?
Can people take Two Aun'Shis or Two Farsights or Two Abaddons and so on? Because they all appear in two books.
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Post by: Peregrine
Krellnus wrote:Can people take Two Aun'Shis or Two Farsights or Two Abaddons and so on? Because they all appear in two books.
It's not quite the same. Those books say "choose your units from this army list", which means you'd be choosing the exact same unit twice. With the inquisition codex you have two different army lists that happen to both have a unit with the same name but different rules, kind of like how various marine codices have tactical squads with different rules.
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Post by: Krellnus
I'll give you that, but I guess what I meant is that, if it were any other game, then the precedent is similar enough you could apply it to the problem at hand, given that this is GW however who the hell knows?
50012
Post by: Crimson
Krellnus wrote:I'll give you that, but I guess what I meant is that, if it were any other game, then the precedent is similar enough you could apply it to the problem at hand, given that this is GW however who the hell knows?
No, we know. You can't take two Coteazes because it would be bloody silly. GW writers never even stopped to consider that anyone might try it, as it was so obvious to them. And because this thread is not in YMDC, no one needs to try to rules-lawyer some pants-on-head counter-intuitive interpretation on this.
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Post by: Krellnus
Crimson wrote: Krellnus wrote:I'll give you that, but I guess what I meant is that, if it were any other game, then the precedent is similar enough you could apply it to the problem at hand, given that this is GW however who the hell knows?
No, we know. You can't take two Coteazes because it would be bloody silly. GW writers never even stopped to consider that anyone might try it, as it was so obvious to them. And because this thread is not in YMDC, no one needs to try to rules-lawyer some pants-on-head counter-intuitive interpretation on this.
Creating FAQs directly in contradiction to your own RAW is also silly and yet....
50012
Post by: Crimson
Krellnus wrote:
Creating FAQs directly in contradiction to your own RAW is also silly and yet....
Not similarly. GW sees this as a fluffy game with a narrative and in such a game there will be no two of the same named character. It does not even occur to them that anyone would think that there could.
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Post by: Krellnus
And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best). They shouldn't assume this issue won't arise, they should make sure it cannot.
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Post by: Crimson
Krellnus wrote:And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best). They shouldn't assume this issue won't arise, they should make sure it cannot.
They should but they won't. There are many important rules questions that have gone without a FAQ answer for ages. And I mean ones where it actually is unclear what the intent is an how the rule is supposed to work, unlike here.
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Post by: ansacs
Actually if you look at similar cases such as in the supplements you will see that they are usually aware and restrict such from happening.
Now whether this is a GW oversight or inquisitors have some sort of shadow duplication technique is up in the air.
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Post by: Kirasu
eh I don't see the huge benefit of 2 coteaz anyway.. He's a good pysker for sure, unless you're playing against a drop pod army 2x of him doesn't overlap especially well.
Might as well get some rad grenades or karamazov
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Post by: Wilytank
Rynner wrote: ace101 wrote:Rynner wrote: ace101 wrote:I just got grav-cannon centurions, so now I am really intrigued by this. Thinking of sticking one in my Grav Cents and have my Librarian go biomancy while the inquisitor(s) take divination, can someone say Grav Cents overwatching at full BS (and scouting too)?
Centurions can't overwatch, they are slow and purposeful.
Endurence, however, gives them relentless, on top of FNP and IWND, which is why i have the librarian on biomancy.
Ya but does Relentless override SNP?
I don't see why it would. Just because you have Relentless doesn't mean Slow and Purposeful magically goes away.
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Post by: Illumini
C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor
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Post by: DarknessEternal
Krellnus wrote:And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best).
Point your incompetency finger back at your own reading comprehension.
See the Unique rule on pg 110 of the main rules.
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Post by: toocool61
Can you take an inquisitor as your mandatory hq choice for your primary army as long as it is an imperial army?
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Post by: Godless-Mimicry
Illumini wrote:C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor
Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.
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Post by: McNinja
toocool61 wrote:Can you take an inquisitor as your mandatory hq choice for your primary army as long as it is an imperial army?
No. The Inquisitor and Co. Is part of his own attachment. He can't be taken as part of a primary space marine detachment, but he can be the warlord in his own detachment.
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Post by: Super Newb
tuiman wrote:Super Newb wrote:Tuiman, why would you think a new Inquisition codex would have made GK gain *anything* relative to other armies? Seriously, what did you expect? A separate Inquisition codex would obviously help you less than anyone else, since you (just like me) already have the inquisition in your army.
Just a very strange thing to get upset about.
Thats just my counter arguement to anyone that says "well gk can now take 4 inquisitors so stop complaining"
I just dont like how everybody can now take coteaz+ a second inquisitor form our codex for no tax what so ever.
Well sure as a counter argument to a silly argument presented to you, sure, I guess you can match one bad argument with another. But to think GK would come out *ahead* or even stay the same relative to everyone else from this release is a bit silly, that's all I'm saying.
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Post by: Illumini
Godless-Mimicry wrote: Illumini wrote:C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor
Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.
How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?
And unrelated question - how many units of henchmen can you include in a C:I allied detachment if you bring Coteaz?
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Post by: McNinja
Illumini wrote: Godless-Mimicry wrote: Illumini wrote:C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor
Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.
How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?
And unrelated question - how many units of henchmen can you include in a C:I allied detachment if you bring Coteaz?
The same as if you didn't - 3.
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Post by: Super Newb
Illumini wrote:How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?
Good question. Maybe by putting your servo skull in the proper spot first so he can't put his there? I don't actually know if that is how servo skulls work, but that's the only thing I could think of.
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Post by: Corollax
Servo skulls aren't units, they're just counters. Servo skulls disappear if you put an enemy model within 6" of them, but since your own servo skulls aren't actually units, your skulls don't interact in any meaningful way.
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Post by: Super Newb
So that means a Scout army can't use servo skulls to stop the enemy from placing servo skulls to limit the effectiveness of Scout?
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Post by: Illumini
Corollax wrote:Servo skulls aren't units, they're just counters. Servo skulls disappear if you put an enemy model within 6" of them, but since your own servo skulls aren't actually units, your skulls don't interact in any meaningful way.
That was what I thought, unless they changed servo-skull rules in C:I, there is no way to actually counter them
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Post by: Corollax
Super Newb wrote:So that means a Scout army can't use servo skulls to stop the enemy from placing servo skulls to limit the effectiveness of Scout?
Nope, sorry. The enemy can put his servo skulls exactly where he wanted them, irrelevant of where you put yours. They're not units, so they don't remove each other.
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Post by: Super Newb
I think you meant "Yup, sorry." lol.
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Post by: Corollax
Eh, depends on how your culture replies to a question in the negative.
"So X can't do Y?"
"No, X cannot do Y."
49693
Post by: Godless-Mimicry
Illumini wrote: Godless-Mimicry wrote: Illumini wrote:C:I seems like it will make gunlines even better. Everyone gets easy access to anti-scout, infiltrate and ds/outflank stuff, and of course, you get great shooting-buff powers at the same time. I like the idea behind this book, but the followthrough is poor
Which of course in turn also makes it important for the armies that rely on Scouting etc. to use C:I to stop other armies with C:I stopping their Scout. It's a rather complicated and vicious cycle.
How can you stop your enemy from messing with your scout/infiltrate with his servo-skulls?
Maybe I'm recalling things incorrectly as I haven't played with my GKs in some time, but I thought Servo-Skulls couldn't be placed within a certain distance of other Servo-Skulls?
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Post by: Corollax
Anywhere on the battlefield outside the enemy's deployment zone. No other restrictions, as far as I can tell.
55803
Post by: Chancetragedy
Man this servo skull issue is the first thing in a while that's legit bumming me out as a bike player. Usually most broken things have a way to work around. But there is literally nothing stopping a player from lining the edge of my deployment zone so I can't even redeploy with scout in my own zone without even advancing. I was hoping taking a chooser of the slain could be a way to counter this but like servo skulls they're basically tokens and won't counter anything. Also there is nothing from stopping someone from placing their servo skulls touching yours therefore shutting down scout/infiltrate everywhere. Oh well, looks like khan may be marginalized quite a bit. Although I will believe the scars are a solid list they just lost some luster is all.
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Post by: Glocknall
You can still outflank, but it definitely cuts down on the alpha strike. The worse part for me is that Eldar can get that for a mere 33 points in their lists.
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Post by: Corollax
Wouldn't it be 34 points? 25+9 = 34.
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Post by: Chancetragedy
Yah outflank is great in a lot of situations. But having the flexibility of scout OR outflank was what made the army really roll. Oh well like I said I'll move on and figure it out its just one of those annoying things. And honestly I doubt "everyone" will use this but it will be quite prevalent I'm sure. Especially since most of my games nowadays are tournament games or practice for tournament games haha.
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Post by: Red Corsair
Its a hard counter or at least delay to demons and their hounds. I feel like this codex is set in place to help make imperial armies be on par with all the psychic shenanigan crap xenos has had as of late.
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Post by: Krellnus
DarknessEternal wrote: Krellnus wrote:And yet, the issue has arisen, making GW incompetent (at worse) or hopelessly naive (at best).
Point your incompetency finger back at your own reading comprehension.
See the Unique rule on pg 110 of the main rules.
You first I've been responding to this
Pyrrhus of Epirus wrote:Please tell me the (Unique) tag on Coteaz will prevent people from taking 1 Coteaz from C:I and 1 Coteaz from C:GK. Already seeing this on another board, surely this does not work. Do we have a precedent for the same unique IC existing in two codices?
49909
Post by: Luide
Chancetragedy wrote:Man this servo skull issue is the first thing in a while that's legit bumming me out as a bike player. Usually most broken things have a way to work around. But there is literally nothing stopping a player from lining the edge of my deployment zone so I can't even redeploy with scout in my own zone without even advancing.
Yes and no. He can stop you from re-deploying in certain segments up to 6" inside your deployment zone. But if your opponent is foolish enough to put those servo-skulls within 6" of your deployment zone, you can just deploy within 6" of the it and pop goes the servo-skull.
Chancetragedy wrote: Also there is nothing from stopping someone from placing their servo skulls touching yours therefore shutting down scout/infiltrate everywhere.
Yeah, but that is just system working as intended.
55803
Post by: Chancetragedy
Haha thanks for that, as I didn't even think about being able to deploy within 6" of a skull and blow it up. For some reason I had it set in my head that you have to "move" into 6".
And I understand it's the system working as intended. But most things are usually a roll off to see who places first then alternating placement with some sort of minimum distance between markers. Ie. Objective placement, deployment of infiltrators, and scout. If there was something in the servo skull system that allowed for this it wouldn't be nearly the inconvenience it is currently. But like I said I'll move on and be fine.
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Post by: kronk
Peregrine wrote:
What don't they have to re-roll? Devastators, TFCs, grav centurions, sternguard that don't take transports, even basic tactical squads aren't all that terrible. And that's just shooting. Remember, prescience also gives a re-roll in assault, which means that every assault unit that doesn't get slowed down by the psyker is going to get 55 points worth of benefit. Finally, that's assuming you take prescience as a default, you've got a pretty good chance of getting something just as good (or even better) with your random roll. It's not hard to see how things like no-cover plasma cannon devastators or full- BS overwatch sternguard can be nice to have.
55 points to reroll to-hits on my missile launcher or lascannon devastators....
YES PLEASE!
11194
Post by: Krellnus
kronk wrote: Peregrine wrote:
What don't they have to re-roll? Devastators, TFCs, grav centurions, sternguard that don't take transports, even basic tactical squads aren't all that terrible. And that's just shooting. Remember, prescience also gives a re-roll in assault, which means that every assault unit that doesn't get slowed down by the psyker is going to get 55 points worth of benefit. Finally, that's assuming you take prescience as a default, you've got a pretty good chance of getting something just as good (or even better) with your random roll. It's not hard to see how things like no-cover plasma cannon devastators or full- BS overwatch sternguard can be nice to have.
55 points to reroll to-hits on my missile launcher or lascannon devastators....
YES PLEASE!
But Kronk, I thought you were a BT player, what happened to suffer not the witch to live?
18698
Post by: kronk
Damn it! Uh, they're for my small Crimson Fists list. Yeah... Sons of Dorn!
49720
Post by: Corollax
Luide wrote:Chancetragedy wrote:Man this servo skull issue is the first thing in a while that's legit bumming me out as a bike player. Usually most broken things have a way to work around. But there is literally nothing stopping a player from lining the edge of my deployment zone so I can't even redeploy with scout in my own zone without even advancing.
Yes and no. He can stop you from re-deploying in certain segments up to 6" inside your deployment zone. But if your opponent is foolish enough to put those servo-skulls within 6" of your deployment zone, you can just deploy within 6" of the it and pop goes the servo-skull.
Right. Which is why you would deploy the servo-skulls just a little more than 6" away from the line of the deployment zone. A line of three servo skulls is 6 feet long, reaches 6" into the deployment zone at the deepest end and 4.85" into the zone at the shallow ends (that is, the points equidistant to two adjacent skulls).
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Post by: Chancetragedy
kronk wrote:Damn it!
Uh, they're for my small Crimson Fists list. Yeah... Sons of Dorn!
Why not make them imperial fists for twin linked tank hunting lascannons/ ML. ;p
18698
Post by: kronk
Imp Fists or Thousand Sons will be my 30k army. Haven't decided... Still working on my 2000 point Chaos list anyway.
50012
Post by: Crimson
Chancetragedy wrote:
Why not make them imperial fists for twin linked tank hunting lascannons/ ML. ;p
Erm... Crimson Fists are same as Imperial Fists rules-wise.
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Post by: kronk
Crimson wrote:Chancetragedy wrote:
Why not make them imperial fists for twin linked tank hunting lascannons/ ML. ;p
Erm... Crimson Fists are same as Imperial Fists rules-wise.
There is that, too...
1943
Post by: labmouse42
I've spent the majority of the day reviewing this codex, and there are some nuggest that I've gleamed. I've gleamed more, but I have to scram and will leave it with this for now...
Chimera Psybolts
You can give psybolt ammo to a chimera. You can replace the turrent weapon with a HB, giving two STR 6 heavy bolters for 60 points.
The GEQ DPP of this is 42. In comparison, a wave serpent is 41. In comparison a bike squad with 2 grav guns is 23. Hurricane Bolter / Grav Amp Cents are 48. Point or point they rip up GEQ.
The MEQ DPP is 14. A wave serpents is 20. 10 Plague marines with 2 plasma guns and a rhino is also a 14.
Overall, its a cheap anti- GEQ tool you can add. AV12 is also more durable than AV11.
Servo Skulls
Combo well with orbital bombardment. This is because your halving the distance your going to scatter.
They can also combo well with thunderfire cannons. A BS4 thunderfire will still be hitting 7/9 of the time when your rolling 1 dice for scatter!
This is in addition to the normal tricks they bring.
They are easy to counter with movement, but for 3 points a pop you can spread quite a few out. It can make a nasty surprise on backfield units.
Priests + DCAs/Crusaders
Everyone loves priests. What's not to love? They can greatly magnify the damage capacity of DCAs and/or crusaders.
Crusaders you ask? Yes. Rerolling to-wound means that they are wounding T4 55% of the time. Even with only 1 attack (2 on the charge) they can deliver a lot of hits. They also absorb hits 8/9 of the time -- making it very hard to kill them.
These are, of course, provided the priest passes his/her LD test. The question everyone is asking is "can you use a joined IC for this test" If you can, then it gets really sick really fast.
Of course, if you took SoB, you always have Celestine to help make that happen.
Cheap Heavy Weapons
Inquistors not only can be prescience caddies, they can also bring cheap heavy weapons to the squad. An incinerator inquisitor costs 40 points -- which is better than adding a 3 wound heavy flamer model to the squad.
A psycannon will cost you 80 points (pre-presciecne). This is not bad at all given that it also comes with a 2+ armor save 3 wound tank.
Automatically Appended Next Post:
Chancetragedy wrote:Man this servo skull issue is the first thing in a while that's legit bumming me out as a bike player.
Just skip Khan and take a beatstick Chapter Master instead. For losing that scout move, you gained options opened via C:I, which improve the bike army more than it weakened it.
69128
Post by: Super Newb
labmouse42 wrote:Cheap HB Spam
For 145 points you can bring 12 servitors and 1 inquistor. That's 36 heavy bolter shots per turn. For 25 more points you can give them prescience.
???
As a GK player I know this doesn't work in the GK dex. And since the Inquisition Codex is almost entirely a cut and paste job according to everyone, are you sure this is correct? I thought the limit for special weapons on servitors is 3 in a squad.
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Post by: Corollax
labmouse: When calculating the DPP of those servitors, are you remembering that they suffer from mindlock unless accompanied by an Inquisitor? If you are including an inquisitor, are you including the cost of that inquisitor in the calculation? And do remember that you can only buy 3 servitors per squad.
55803
Post by: Chancetragedy
Yah I already have a CM in the list lab. I've been saying for a little bit now I was debating losing khan anyways as out of 15 games so far scout has only made a game breaking bonus like 3 times. But this may push me over the edge of running my biker Death Star list with bear lord, CM, rune priest, and maybe beat stick captain or something instead of the balanced flexible list I've been running. Either way it'll all work out I'm sure. Also we gotta get a game in some time even if you live like 2.5 hours away ;p. I Want to catch up since nova.
69128
Post by: Super Newb
Corollax wrote:labmouse: When calculating the DPP of those servitors, are you remembering that they suffer from mindlock unless accompanied by an Inquisitor? If you are including an inquisitor, are you including the cost of that inquisitor in the calculation? And do remember that you can only buy 3 servitors per squad.
Only 3 servitors with special weapons I thought, but you could have more without them. Or am I getting that rule mixed up with the acolytes?
49729
Post by: Melcavuk
Only 3 with servitor weapons access (heavy weapons), upto a full unit with servo arms.
1943
Post by: labmouse42
Super Newb wrote: labmouse42 wrote:Cheap HB Spam
For 145 points you can bring 12 servitors and 1 inquistor. That's 36 heavy bolter shots per turn. For 25 more points you can give them prescience.
???
As a GK player I know this doesn't work in the GK dex. And since the Inquisition Codex is almost entirely a cut and paste job according to everyone, are you sure this is correct? I thought the limit for special weapons on servitors is 3 in a squad.
Pah.. You can take more, but only 3 can bring heavy bolters.
77630
Post by: Thud
labmouse42 wrote:Super Newb wrote: labmouse42 wrote:Cheap HB Spam
For 145 points you can bring 12 servitors and 1 inquistor. That's 36 heavy bolter shots per turn. For 25 more points you can give them prescience.
???
As a GK player I know this doesn't work in the GK dex. And since the Inquisition Codex is almost entirely a cut and paste job according to everyone, are you sure this is correct? I thought the limit for special weapons on servitors is 3 in a squad.
Pah.. You can take more, but only 3 can bring heavy bolters.
I've been there... I was browsing the GK codex a few months ago and salivated at the idea of taking 12 HBs with a prescience Inquisitor for less than 200 points total. I didn't understand why no one else was doing this. And then I figured it out... Oh, well.
69128
Post by: Super Newb
Here's a question. In the current "meta" are 3 Heavy Bolters a better option than 3 Multi Meltas? They cost the same (unlike the Plasma Cannon Servitor, which is 20 points per model instead of 10).
18698
Post by: kronk
For killing IG troops and orks? Yes. For killing land raiders? No. For killing stuff in-between? It depends on the stuff and situation. I hope that helps!
69128
Post by: Super Newb
Nope, not really! Lol.
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Post by: Talore
Super Newb wrote:Here's a question. In the current "meta" are 3 Heavy Bolters a better option than 3 Multi Meltas? They cost the same (unlike the Plasma Cannon Servitor, which is 20 points per model instead of 10).
It depends on the roles you want your henchmen unit to fulfill. Multi-meltas are usually more expensive than heavy bolters on most units, so from pure points standings I think the MM is "better." The correct choice depends on what you want your unit to be doing.
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Post by: From
Don't forget servo skulls. Sweet sweet servo skulls.
61964
Post by: Fragile
I wonder if i can hang a Inquisitor on a stick in front of my Tervigon like a carrot and make it run faster ?
58966
Post by: tankboy145
All the crazy shenanigans this list could add to improve my IG gunline seems rather interesting.
I dont have access to the codex yet but I assume the Inquisitor can only take 3 servo skulls correct? Also if I took 2 inquisitors would both be able to take servo skulls or are they limited to one model?
Also for an IG gunline I really only need to take the 2 inquisitors and hide them in blobs, after that I dont really need to take any henchmen correct?
Also ive heard about some grenades the inquisitors can take for assault, what exactly do they do and would they help my IG as they are battle brothers?
Thanks for the help!
69128
Post by: Super Newb
Two non-named / non-specialcharacter inquisitors can take 3 servo skulls each for 6 total. Coteaz and Karawhatshisname don't get servo skulls.
The inquisition codex is strange in that their detachment (which doesn't count as your normal ally slot) can be a single HQ with no troops. It's 1-2 HQs, 0-3 Elites. So yeah, you can get 2 inquisitors and don't have to take anything else.
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Post by: wuestenfux
labmouse42 wrote: Peregrine wrote:1) Divination inquisitors are incredibly cheap. For ~50 points you can get a basic inquisitor with ML 1 divination, and it's not hard to find units where the increase in firepower from prescience is enough to justify that cost.
Giving twin-linked to a BS4 weapon makes it 33.3% more effective at delivering damage.
Therefore, your break even point is on a 150 point unit. If your buffing a unit that costs less, your losing efficiency. If your buffing a unit that costs more, then your increasing efficiency.
I am hard pressed to think of why armies would not want to take advantage of that 50 point inquisitor. Most of the units in my army are above that threshold.
Dear Lab, how did you calculate the break even point?
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Post by: Omegus
wuestenfux wrote: labmouse42 wrote: Peregrine wrote:1) Divination inquisitors are incredibly cheap. For ~50 points you can get a basic inquisitor with ML 1 divination, and it's not hard to find units where the increase in firepower from prescience is enough to justify that cost.
Giving twin-linked to a BS4 weapon makes it 33.3% more effective at delivering damage.
Therefore, your break even point is on a 150 point unit. If your buffing a unit that costs less, your losing efficiency. If your buffing a unit that costs more, then your increasing efficiency.
I am hard pressed to think of why armies would not want to take advantage of that 50 point inquisitor. Most of the units in my army are above that threshold.
Dear Lab, how did you calculate the break even point?
The Inquisitor improves shooting by 33%, so in order for him to be worth it, he has to cost 33% or less than the cost of the unit. Since the calculation assumes the divination inquisitor is 50 points, the break-even point (i.e. spending 50
points on Inquisitor == spending 50 points on more dudes in the squad) is 150 points. Of course, this line of thinking doesn't consider durability or the chance of failing the psychic power for whatever reason, so it's stupid math. More dudes is practically always better; if you've maxed the squad out and want to push it further, by all means add an Inquisitor buff-bot.
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Post by: easysauce
yeah exactly, 55pts to make 10 guards men (50 pts) reroll hits isnt worth it when you can buy 10 more for cheaper....
but 55 pts to make 50 guardsmen reroll (250pts) is worth it
finding the fine line between "worth it" and not, depends on the # of shots the unit puts out as well as pts,
put this way, I could ALWAY's take this in GK, but I still dont, as there is really only one squad in my army that gets the best benifit from precience, and 55 pts of dudes benifits me more then a 2nd div roll
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Post by: pretre
The 60 Point HB Chimera is clever.
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Post by: labmouse42
Omegus wrote:Of course, this line of thinking doesn't consider durability or the chance of failing the psychic power for whatever reason, so it's stupid math.
Incorrect. Its important to know where your break even points are. You can consider those extra elements and move your bar over -- say on a 200 point unit for BS 4. To complicate matters, you also have to consider the advantages of a 3 wound IC in a squad. Do you want to buy him/her terminator armor to have some tanking capacity? Do you want to grab a heavy weapon to add to the squad (psycannon or incinerator) As you can see, its not an easy question.
However, you need to have a base line to start your own judgement. What is correct for you (boys over toys) may not be correct for everyone. There is more than one way to do it.
easysauce wrote:yeah exactly, 55pts to make 10 guards men (50 pts) reroll hits isnt worth it when you can buy 10 more for cheaper....
but 55 pts to make 50 guardsmen reroll (250pts) is worth it
Ding! easysauce understands the concept. You want to use force multipliers when your past the break even point and in the black. That's how you can get more out of your units.
When it comes to average firepower output, its only going to be slightly above the TL HB razorback. That's because the TL HB razorback is hitting 8/9 of the time, where the chimera is hitting 50% of the time.
It does, however, have an AV12 front and troops can fire from within. It's also a good spot to stick an extra prescience if you have an extra one to throw. Its not a great return on investment, but its there.
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Post by: Omegus
I agree, I like this a lot for shooty squads. Say an inquisitor with orbital barrage, three plasma cannon servitors, and 6 psykers.
The Valkyrie as a dedicated transport also makes me want to try an aerial assault force.
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Post by: hyv3mynd
Omegus wrote:
I agree, I like this a lot for shooty squads. Say an inquisitor with orbital barrage, three plasma cannon servitors, and 6 psykers.
The Valkyrie as a dedicated transport also makes me want to try an aerial assault force.
Note that orbital strike relay is different than the SM orbital barrage and serve skulls don't reduce it's scatter.
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Post by: Omegus
Conversion beamer then.
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Post by: Corollax
Why don't the servo skulls reduce the scatter from an orbital strike relay?
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Post by: CrimsonFury
Because the orbital strike rule says "always scatters the full 2D6"
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Post by: Corollax
ah, right, of course. Thanks.
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Post by: Asmodai Asmodean
The question is, how come no one else can have an Orbital Strike Relay except for Karamazov?
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Post by: NeedleOfInquiry
"eh I don't see the huge benefit of 2 coteaz anyway.."
Well... its obvious...it's how he has been doing the "I've been expecting you" thing all these years...
There an Imperial Standard Template on him somewhere....
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Post by: Magc8Ball
Asmodai Asmodean wrote:The question is, how come no one else can have an Orbital Strike Relay except for Karamazov?
Because in the book they copy-pasted from, he and the tech marine were the only ones to have it.
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Post by: Godless-Mimicry
Magc8Ball wrote:Asmodai Asmodean wrote:The question is, how come no one else can have an Orbital Strike Relay except for Karamazov?
Because in the book they copy-pasted from, he and the tech marine were the only ones to have it.
And the Grand Master.
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Post by: Asmodai Asmodean
They introduce a piece of wargear which according to fluff is accessible to most inquisitors, then limit its usage to a single special character? So lazy.
Just because they copypasted from the GK codex doesn't mean they can't update the new one with more gear options beside relics.
50 points for it is ridiculous, anyway.
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Post by: Godless-Mimicry
Just reading over the Codex and thinking the Karamazov and Wheels would make a good pairing. Send Wheels into the enemy with his superior mobility, drop the bomb on him, he tanks with his 3++ and EW while the enemy gets pasted, then Wheels charges to get locked in and does it all again next turn.
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Post by: easysauce
they actually upgraded the orbital bombardment in C:I too
in C'GK its "always scatters full 2d6, even if a hit is rolled youuse the small arrow, no minusing the BS of user"
in C:i it hits on a hit, and still no - the BS, but still, it CAN hit now.
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Post by: Lanlaorn
Yes but, the C:GK version could be used as often as you liked and the C:I version is once per game.
This greatly reduces Inquisitor Krazypants' gimmick.
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Post by: NWansbutter
I've read a number of times in this thread that ALL Imperium of Man armies get Inquisitors as Battle Brothers. This is, sadly, not correct if you factor in Forgeworld lists. I emailed forgeworld to ask them about my Death Korps of Krieg and they said that Codex: Inquisition is "Come the Apocalypse" for Krieg armies. Which I thought was rather daft considering that in the Seige of Vraks the whole Krieg army is placed under the command of the Inquisition/Hector Rex, but there you have it.
Asmodai Asmodean wrote:They introduce a piece of wargear which according to fluff is accessible to most inquisitors, then limit its usage to a single special character? So lazy.
Well, one of the warlord traits, "Burner of Worlds" (which I believe all three ordos of inquisitor has access to) gives you the orbital strike relay. So you have a 1/6 chance of getting it in any given battle.
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Post by: ductvader
7th Edition needs to take Prescience off the Primaris...
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Post by: Godless-Mimicry
Lanlaorn wrote:Yes but, the C: GK version could be used as often as you liked and the C:I version is once per game.
Nope, this just means you need to install the update for your Codex
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Post by: easysauce
Lanlaorn wrote:Yes but, the C: GK version could be used as often as you liked and the C:I version is once per game.
This greatly reduces Inquisitor Krazypants' gimmick.
no its not... i have latest version of C:I... and now where does it say orbital bombardment is one shot only now...perhaps you are confusing it with the warlord trait orbital bombardment which is one shot
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Post by: ansacs
@easysauce
On release day the dex said one shot. You probably have the updated version.
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Post by: Peregrine
Yeah, don't you love silent updates?
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Post by: tomjoad
*A chorus of 10,000 voices call out in unison* "NO!!!"
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Post by: ansacs
Yep, I love them better than the alternative of update once every 6 years. Is update monthly and tell me about it an option?
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Post by: knas ser
dracpanzer wrote:Was trying to run my Raven Guard using the 'scout' rule with vehicles and Shrike with a bare bones VVS with infiltrate today. I'm trying to use the craptastic Chapter Trait they got because everyone keeps telling me how good it is. Opponent had two Inq's, each with three servo skulls, put up a belt of servo-skulls outside my deployment zone, and a couple on the only bits of cover they didn't have occupied in their half of the table. Best 18pts you'll ever spend IMO. Couldn't move a single model forward with scout, and infiltrate left me no options. This is going to put a serious dent in some of the advantages of Ravenwing, White Scars, Raven Guard, SoB/Dominions, CSM/Huron armies. As far as my Raven Guard go, think I'll head back to my drop pod lists.
Don't forget to get your inquisitor with servo skulls so that your drop pods wont scatter far! Every army now needs cheap inquisitors!
Gallows humour aside, I think your post is part of the trickle that turns into a flood. I'll be interested to see these forums in a month and see how many of us now find we're routinely facing Inquisitors most battles.
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Post by: Magc8Ball
They probably are doing these day-two changes in an attempt to foil piracy, since most of the time these digital codexes are online in a matter of minutes after their release.
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Post by: buddha
Anyone have a summary of the update and what changed?
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Post by: Godless-Mimicry
buddha wrote:Anyone have a summary of the update and what changed?
Razorbacks back to BS4. OSR no longer one-use only. DCAs and Crusaders back to having Power Swords. Basically a return to the things that were changed from the GK in the first place.
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Post by: buddha
Godless-Mimicry wrote: buddha wrote:Anyone have a summary of the update and what changed?
Razorbacks back to BS4. OSR no longer one-use only. DCAs and Crusaders back to having Power Swords. Basically a return to the things that were changed from the GK in the first place.
Thanks man. I'm pissed that crusaders can't take poweraxes now but oh well.
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Post by: Peregrine
Magc8Ball wrote:They probably are doing these day-two changes in an attempt to foil piracy, since most of the time these digital codexes are online in a matter of minutes after their release.
That would be assuming an unjustified level of competence from GW. More likely this is just another case of GW's complete lack of playtesting or proofreading, combined with the realization that they can be lazy and not bother to publish an FAQ if they just edit the digital book directly.
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Post by: pizzaguardian
What about force weapons for inquisitors?
There are several stats for force weapons on the back but the original version i saw still had inquisitors only taking force swords.
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Post by: Redcruisair
buddha wrote: Godless-Mimicry wrote: buddha wrote:Anyone have a summary of the update and what changed?
Razorbacks back to BS4. OSR no longer one-use only. DCAs and Crusaders back to having Power Swords. Basically a return to the things that were changed from the GK in the first place.
Thanks man. I'm pissed that crusaders can't take poweraxes now but oh well.
Why not? They come stock with a power weapon, so you are well within your rights to give them power axes.
Edit: Just saw the update. My dreams are dashed...
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Post by: Super Newb
Phew, I'm glad I didn't start breaking off the swords on my crusaders
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Post by: squidhills
This is glorious news for me! The fluff I made for my Space Marine army requires me to take an Inquisitor in every list. Finally, after an entire edition, I can!
And you better believe I'll find something to use prescience on...
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Post by: labmouse42
There are many lists where just dropping in an inquisitor will not help much.
There needs to be a plan on how to use them. Throwing coteaz into a bike list does not give nearly as much value as inquisitors in a squad of centurians.
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Post by: Spaz431
Update just dropped on it. Coteaz and kamarazov bro fist action in the works.
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Post by: Eyjio
Peregrine wrote: Magc8Ball wrote:They probably are doing these day-two changes in an attempt to foil piracy, since most of the time these digital codexes are online in a matter of minutes after their release.
That would be assuming an unjustified level of competence from GW. More likely this is just another case of GW's complete lack of playtesting or proofreading, combined with the realization that they can be lazy and not bother to publish an FAQ if they just edit the digital book directly.
Why on earth would they publish an FAQ? If you have internet, the update will download anyway. If you don't, you have no access to the FAQs. Hell, there was more announcement for this update than for any FAQ; which is to say it was actually announced at all on the Digital Editions FB page, as well as a notification to update if you go into the library and version histories.
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Post by: Omegus
NWansbutter wrote:I've read a number of times in this thread that ALL Imperium of Man armies get Inquisitors as Battle Brothers. This is, sadly, not correct if you factor in Forgeworld lists. I emailed forgeworld to ask them about my Death Korps of Krieg and they said that Codex: Inquisition is "Come the Apocalypse" for Krieg armies. Which I thought was rather daft considering that in the Seige of Vraks the whole Krieg army is placed under the command of the Inquisition/Hector Rex, but there you have it.
Considering the response comes from some random shmuck in customer service, I wouldn't pay any more mind to what he said than I did to the rulez boyz back when there was such a thing. Play as written. C:I says it is battle brothers for Imperial armies. Krieg is an Imperial army. Done.
Automatically Appended Next Post:
Godless-Mimicry wrote: buddha wrote:Anyone have a summary of the update and what changed?
Razorbacks back to BS4. OSR no longer one-use only. DCAs and Crusaders back to having Power Swords. Basically a return to the things that were changed from the GK in the first place.
Hmm, I wonder if this swings the balance back a bit to C: GK? C:I gets priests and doesn't use up ally slots, C: GK makes henchmen troops, their crusaders/death cult assassins have power weapons and you can put them in a Stormraven (if you're running vendettas, anyway).
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Post by: Peregrine
Omegus wrote:Play as written. C:I says it is battle brothers for Imperial armies. Krieg is an Imperial army. Done.
That's not RAW. C:I says that they are battle brothers for certain armies, a list that just happens to include every codex that fluff-wise represents an Imperial army. However, unlike many variant armies where you use the "parent" army's spot on the allies matrix DKoK have their own special allies rules where they are able to ally with specific armies and treat all others as "come the apocalypse". Since C:I is not one of those specific armies (not surprising since it didn't exist yet) by RAW they are "come the apocalypse" for DKoK.
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Post by: magodedisco
Has anyone else tried adding the 55pt Divination Inquisitor to a TFC? I know it doesn't meet the 150pts threshold, but TFCs are already pretty under-costed. Also, twin-linked is especially strong on a barrage weapon, it seems. Furthermore, it adds 3 more toughness 7/3+ cover save wounds to the unit.
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Post by: Corollax
The "150pts threshold" refers to BS4 units, and really should be 165 points (three times the cost of the inquisitor).
It doesn't really make sense to talk about it with units that don't roll to hit. That said, it can work. Keep in mind your instant death threshold on that inquisitor, though.
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Post by: obsidiankatana
magodedisco wrote:Has anyone else tried adding the 55pt Divination Inquisitor to a TFC? I know it doesn't meet the 150pts threshold, but TFCs are already pretty under-costed. Also, twin-linked is especially strong on a barrage weapon, it seems. Furthermore, it adds 3 more toughness 7/3+ cover save wounds to the unit.
I don't think the T7 average holds with a T4 Techmarine and T3 Inquisitor in the mix.
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Post by: Corollax
It's artillery. The majority toughness is always taken from the guns.
Edit: Incidentally, it'd still be T7 majority even without this rule. There's one T3, one T4, and one T7 model. No majority exists, so you use the highest of the tied scores.
Edit2: GW uses the word "majority" when "plurality" or "relative majority" is what they meant.
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Post by: tomjoad
I am definitely planning on putting a div-monkey Inquisitor in with a TFC in my next few games to try it out. Given the importance of the first shot being a hit or at least having a decent scatter, I expect to get well more than 55pts worth of utility out of him (plus servo-skulls, I guess, but that's another matter).
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Post by: hotsauceman1
Im getting mine next pay check, two shuld serve nicely TBH, and my empire wizards will work great for them.
Now, I just have to get servo skulls
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Post by: Tactical_Genius
I'm thinking a div-quisitor would be funny in a unit of 3 quad thudd gun thingys  can anybody say "a unit with 12 twin linked barrage shots"?
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Post by: Jamo
I'm running bikes and speeder storms. The only static element in my list is tfcs. I'm finding it hard to include an inquisitor to twin link just them. I'll probably be giving it a miss.
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Post by: Tiger9gamer
How does an inquisitor compare to Tiggy?
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Post by: tomjoad
Jamo wrote:I'm running bikes and speeder storms. The only static element in my list is tfcs. I'm finding it hard to include an inquisitor to twin link just them. I'll probably be giving it a miss.
That's not entirely unreasonable, but let me make a counter-argument:
1) On the first turn of the game, it is likely that at least one bike unit will start the turn within 12" of an Inquisitor, allowing them to be twin-linked for their alpha strike if you so desire.
2) Recall that you only cast Prescience once per turn anyway. Having only the TFCs as very good targets isn't such a downside, considering how good a target the TFC is. It sounds like you're running multiple Cannons, so it is even possible that should one die, the Inquisitor will be able to make his way to the other, so he continues to be useful.
3) Don't discount entirely the possibility that your bikes and/or LSSs will be within 12" of the Inquisitor the entire game. Against opponents such as drop pod marines/wolves, you can expect your army to stay near your deployment zone out of necessity, and against armies such as speedy Deamons or Nids, you may find that taking a slightly more defensive posture with your bikes is still preferable.
55 points isn't nothing, so I understand if people don't take them, but I think more and more that an Inquisitor will be worth it.
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Post by: schadenfreude
The 165 point rule applies differently to TFC because they are a barrage weapon and seem undercosted, but are priced appropriately because they are wildly inaccurate especially if there is no LOS.
When buffing a TFC have a plan B in case there are not any really good targets for the TFC to shoot at.
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Post by: Godless-Mimicry
They don't. Those are two different kinds of animal right there.
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Post by: Weazel
Do the ML1 inquisitors get one or two powers? I mean SW RP gets 2 powers even though he is ML1. I'm guessing only one power?
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Post by: Jamo
I don't have access to the supplement. Can inquisitors get an invuln?
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Post by: Mr Morden
Only by buying Terminator armour - shame really and against the fluff :(
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Post by: Godless-Mimicry
Please don't start this again.
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Post by: Corollax
Weazel wrote:Do the ML1 inquisitors get one or two powers? I mean SW RP gets 2 powers even though he is ML1. I'm guessing only one power?
Inquisitors can only buy one mastery level. If they do, they can pick either Psychic Communion (which can't affect units outside their own detachment) or Hammerhand. At deployment, they can choose to give up this power to roll for a single power on Divination, Pyromancy, or Telekinesis.
Rune Priests (like other pre- DA Librarians and the IG Primaris Psyker) get to select two codex powers and may choose to trade both of them at deployment. This is a holdover from 5th edition, and only works this way because the FAQ says so. IIRC, Grey Knight Librarians also have an unusual exception to this that lets them keep Hammerhand when rolling for rulebook powers, but I'm getting off topic.
Jamo wrote:I don't have access to the supplement. Can inquisitors get an invuln?
Only the Ordo Malleus Inquisitor, and only in the form of Terminator Armor. At 40 points, it's a really sketchy purchase. I wouldn't take it.
Whether that's fluffy or not is an open question, but not really relevant to the tactics forums.
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Post by: tankboy145
Play tested a quick army out with 2 blobs of 40 guardsmen, 1 with x4 autocannons, and the other with x4 lascannons. I took 2 xeno inquisitor with prescience, 3 servo skulls a piece,and rad grenades. Aside from shadow in the warp hurting me when 2 pods of 2 zoanthropes showed up turn 2 to hurt my psychic powers I would say the inquisitors did an awesome job.
I need to work on placement of my skulls more as I didnt realize my opponent gargoyles moved 12"(idk how i forgot that lol)
When hordes of spawned termagants rushed my defense line my guardsmen jumped right over and enjoyed smiting nids wounding them on 3's...My guys felt partially like marines
Also the firepower the blob continued to put out against anything that came near it was amazing.
I would have to say there is no reason to at least take an inquisitor for blobs of guardsmen, for what I spent the grenades and psychic powers performed greatly and if I would have had better placement of my skulls I probably would have won the game.
Now here is a question with this new inquisitor shenanigans does anyone feel like commissars might get a huge buff in the next IG codex??? For IG the Lord commissar seems only reasonable to take if you have HWS which need a bubble of LD and stubborn and the same goes for those FW gun batteries or whatever they are(idk FW stuff to well). So with that said aside from just trying to be fluffy I feel like gw would really have to buff commissars to really see them come back.
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Post by: Ricter
Jamo wrote:I'm running bikes and speeder storms. The only static element in my list is tfcs. I'm finding it hard to include an inquisitor to twin link just them. I'll probably be giving it a miss.
I've tried adding 2 Div Inquisitors for my 2 TFC in my bike list. I've only played one game with them, but my initial impression is that they are rather disappointing. If the TFCs don't have good targets the affect of the Inquisitors isn't noticeable and it's not often the bikes will also be in range. Further, they make for a vulnerable first blood target that you really didn't have before. You can't even put them in nearby bike squads effectively because of Jink. I really wish the Inquisitors could have either bikes or jumppacks or calv. I'm considering giving them a heavy weapon to be useful on their own, or small henchman squads. Joining them to the TFC seem an okay solution as well, except when the TFC gets assaulted that would mean the Inquisitor is tied up as well.
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Post by: tyrannosaurus
tankboy145 wrote:
When hordes of spawned termagants rushed my defense line my guardsmen jumped right over and enjoyed smiting nids wounding them on 3's...My guys felt partially like marines
Also the firepower the blob continued to put out against anything that came near it was amazing.
Why were the guardsmen wounding on 3s?
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Post by: schadenfreude
The terminator armor is really 55 points because who wouldn't buy it without a relentless psycannon fired by a character.
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Post by: pretre
tyrannosaurus wrote: tankboy145 wrote:
When hordes of spawned termagants rushed my defense line my guardsmen jumped right over and enjoyed smiting nids wounding them on 3's...My guys felt partially like marines
Also the firepower the blob continued to put out against anything that came near it was amazing.
Why were the guardsmen wounding on 3s?
Rad grenades
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Post by: labmouse42
If he had only taken hammerhand with one inquisitor, he could have been wounding on 2s!
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Post by: pizzaguardian
labmouse42 wrote:If he had only taken hammerhand with one inquisitor, he could have been wounding on 2s!
Reroll hits are more awesomer though, and better mathematically by 1/12 wohoooo Automatically Appended Next Post: What he also needed was psychotroke grenades on top, oh boy.
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Post by: tankboy145
pizzaguardian wrote: labmouse42 wrote:If he had only taken hammerhand with one inquisitor, he could have been wounding on 2s!
Reroll hits are more awesomer though, and better mathematically by 1/12 wohoooo
Automatically Appended Next Post:
What he also needed was psychotroke grenades on top, oh boy.
What exactly do those grenades do? when I tried the inquisitors out a friend basically told me the stats and how much they costed so I dont have the codex or GK codex to look that up.
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Post by: labmouse42
pizzaguardian wrote: labmouse42 wrote:If he had only taken hammerhand with one inquisitor, he could have been wounding on 2s!
Reroll hits are more awesomer though, and better mathematically by 1/12 wohoooo.
He brought 2 inquisitors. One could take hammerhand and one could take prescience.
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Post by: Godless-Mimicry
tankboy145 wrote: pizzaguardian wrote: labmouse42 wrote:If he had only taken hammerhand with one inquisitor, he could have been wounding on 2s!
Reroll hits are more awesomer though, and better mathematically by 1/12 wohoooo
Automatically Appended Next Post:
What he also needed was psychotroke grenades on top, oh boy.
What exactly do those grenades do? when I tried the inquisitors out a friend basically told me the stats and how much they costed so I dont have the codex or GK codex to look that up.
Random effect overkill grenades that make the enemy do such things as strike last, hit themselves, or lose attacks.
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Post by: tankboy145
Now those grenades sound pretty awesome too, man these inquisitors can hike up in points quickly!
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Post by: obsidiankatana
labmouse42 wrote: pizzaguardian wrote: labmouse42 wrote:If he had only taken hammerhand with one inquisitor, he could have been wounding on 2s!
Reroll hits are more awesomer though, and better mathematically by 1/12 wohoooo.
He brought 2 inquisitors. One could take hammerhand and one could take prescience.

Two inquisitors, two blobs. One in each.
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Post by: pizzaguardian
tankboy145 wrote:Now those grenades sound pretty awesome too, man these inquisitors can hike up in points quickly!
Yeah they do, they usually end up around 94 points in this setup (i also add plasma syphon if my dude is in a flyer but that is your call), but the buffing effects are usually worth it, specially in a 40 man blob.
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Post by: tankboy145
Yea that probably what Im looking at doing and would you with it would be better to have one of the inquisitors as Coteaz or just have 2 inquisitors with prescience, both grenade typers and servo skulls?
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Post by: TechMarine1
If you're going psykers heavy, why not? 1 ml 2 biomancy librarian + 2 ml 1 divination inquisitors for ~450 pts. Gives you some pretty solid psychic boost.
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Post by: tomjoad
tankboy145 wrote:Yea that probably what Im looking at doing and would you with it would be better to have one of the inquisitors as Coteaz or just have 2 inquisitors with prescience, both grenade typers and servo skulls?
Personally, I think Coteaz is worth the extra points. Not being to take psykotrokes or skulls is kind of a bummer, but his abilities are so good that I plan on including him in most of my lists going forward.
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Post by: pizzaguardian
tankboy145 wrote:Yea that probably what Im looking at doing and would you with it would be better to have one of the inquisitors as Coteaz or just have 2 inquisitors with prescience, both grenade typers and servo skulls?
coteaz ıs a whole new ball park, it opens options like dual heavy bolter tri-special weapon henchmen in chimeras (which were already there but now they are useful since they are scoring), a 100 point unit with a quite good punch. But as tomjoad said coteaz must be handled differently since his powers are much different.
If i was running 2 40 man blobs i would definitely go with double inquisitors (not with grenades necessarily since they do cost 60 points in total) and one points that they are obviously better than coteaz is servo skulls, since they shut down khorne hounds and kroots and pretty much the whol ravenguard and ravenwing armies.
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Post by: NuggzTheNinja
If you're just taking them for Prescience, why not just use a 65 pt DA Librarian? The Troops tax I guess?
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Post by: Peregrine
NuggzTheNinja wrote:If you're just taking them for Prescience, why not just use a 65 pt DA Librarian? The Troops tax I guess?
DA librarians use up your allies slot and you can only get one of them. C:I inquisitors don't take up any slots and you can take two of them.
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Post by: Godless-Mimicry
pizzaguardian wrote:coteaz ıs a whole new ball park, it opens options like dual heavy bolter tri-special weapon henchmen in chimeras (which were already there but now they are useful since they are scoring
They were always scoring as well.
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Post by: NuggzTheNinja
Peregrine wrote: NuggzTheNinja wrote:If you're just taking them for Prescience, why not just use a 65 pt DA Librarian? The Troops tax I guess?
DA librarians use up your allies slot and you can only get one of them. C:I inquisitors don't take up any slots and you can take two of them.
Then w/ Inquisition and DA allies it's possible to get 3 sources of prescience with a single Force Org.
3 Twin-linked Manticores, coming right up.
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Post by: pizzaguardian
Godless-Mimicry wrote: pizzaguardian wrote:coteaz ıs a whole new ball park, it opens options like dual heavy bolter tri-special weapon henchmen in chimeras (which were already there but now they are useful since they are scoring
They were always scoring as well.
the "now" part refers to changing to coteaz from regular inquisitors for the special detachment, and it never made them scoring, it made them troops (i know semantics  ).
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Post by: AlmightyWalrus
pizzaguardian wrote: Godless-Mimicry wrote: pizzaguardian wrote:coteaz ıs a whole new ball park, it opens options like dual heavy bolter tri-special weapon henchmen in chimeras (which were already there but now they are useful since they are scoring
They were always scoring as well.
the "now" part refers to changing to coteaz from regular inquisitors for the special detachment, and it never made them scoring, it made them troops (i know semantics  ).
Troops are scoring, so by making them troops he made them scoring. Counter-semantics!
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Post by: pizzaguardian
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Post by: Ol'Dirty
What's the consensus on Karamazov? Still better to take a ml1 inquisitor w/ servo skulls? The model looks cool, but I'm not at all familiar with these units.
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Post by: tankboy145
Thanks for the help! I will do some play testing and see what I can come up with. I really like the inquisitor with rad and psyktrope nades, ml1 psyker and servo skulls. Granted that's 94pts? So it's just a decision of either 2 of those guys or 1 with coteaz.
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Post by: Leth
I would say coteaz for the cheap scoring as well as seize/overwatch.
I would look at the scout book on an inquisitor depending on if your list could benefit from it.
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Post by: easysauce
thats what space wolves rune preists are for then, take two of those too, theres you rpecience for both blobs
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Post by: obsidiankatana
easysauce wrote:
thats what space wolves rune preists are for then, take two of those too, theres you rpecience for both blobs
At more cost. And not stubborn. Plus troops tax, so even more cost.
Edit - Wait, I get it. Two rune priests for the prescience, two inquisitors for shenanigans. Woohoo!
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Post by: SisterSydney
Sigh. I can't bring myself to ally Space Wolves (aka Space Pigs, Space Drunks, Space Furries) to Sisters of Battle, though -- Rune Priests might be damn useful but they're the ultimate in what the Sororitas would consider offensive manliness. Also they got into a fight with the Ecclesiarchy....
So just Inquisitors for us, then.
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Post by: HunterKiller42
Am I the only one that thinks taking two daemon blades (or whatever they're called) on a inquisitor is a good idea? It gives you a 4/10 chance (actually a little better) to get FNP and EW on a Terminator-armoured model, plus that one time where you get 7 AP2 attacks on the charge will be pretty funny. It may not be tournament worthy, but I don't think it's a bad idea.
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